Armure de la Filandre {2}{G}{G}
Artefact : équipement
Arme vivante
La créature équipée gagne +X/+X, X étant la valeur de mana la plus élevée parmi vos commandants.
Équipement {4}
Illustrated by Johann Bodin
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Not Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
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Notes and Rules Information for Armure de la Filandre:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- It doesn't matter where your commander is (or commanders are, if you have more than one because of the partner ability or similar). The bonus will be calculated using your commander's current characteristics. (Mana value typically doesn't change, but your commander may become a copy of something else.) (2023-02-04)
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield. (2023-02-04)
- Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0. (2023-02-04)
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment. (2023-02-04)
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0. (2023-02-04)