Call to Arms (Ice Age #10)

Mobilmachung {1}{W}

Verzauberung

Wähle eine Farbe. So lange ein Gegner Deiner Wahl mehr Karten von dieser Farbe als von irgendeiner anderen Farbe beherrscht, erhalten alle weißen Kreaturen +1/+1. Wenn dieser Gegner zu irgendeinem Zeitpunkt nicht mehr Karten von dieser Farbe als von irgendeiner anderen Farbe beherrscht, begrabe die Mobilmachung.

Illustrated by Randy Gallegos

Part of the Reserved List

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Mobilmachung:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • You can’t choose “colorless” as a color. (2004-10-04)
  • Call to Arms affects all white creatures, not just white creatures you control. (2009-10-01)
  • If Call to Arms changes controllers, it will continue to check the nontoken permanents controlled by the player chosen as it entered the battlefield, even if that player isn’t an opponent of its current controller. (2009-10-01)
  • The game continually counts the number of nontoken permanents of each color the chosen player controls. Multicolored ones are counted for each of their colors; colorless ones are ignored. The moment the number of nontoken permanents of the chosen color that player controls is less than or equal to the number of permanents of one of the other colors that player controls, Call to Arms’s second ability stops giving white creatures +1/+1 and its third ability triggers. Call to Arms will be sacrificed when the third ability resolves, even if those numbers have changed by then. (2009-10-01)
  • Call to Arms’s third ability is a “state trigger.” Once a state trigger triggers, it won’t trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again. (2009-10-01)