C.A.M.P. (Fallout #129)

C.A.M.P. {3}

Artefacto — Fortificación

Siempre que se gire la tierra fortificada para obtener maná, pon un contador +1/+1 sobre la criatura objetivo que controlas. Si esa criatura comparte un color con el maná que produjo esa tierra, crea una ficha de Residuo. (Es un artefacto con “{T}, sacrificar este artefacto: Exilia la primera carta de tu biblioteca. Puedes jugar esa carta este turno. Activa esto solo como un conjuro”.)

Fortificar {3}. ({3}: Anexa esto a la tierra objetivo que controlas. Activa la habilidad de fortificar solo como un conjuro.)

Illustrated by Tomas Duchek

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for C.A.M.P.:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • Fortification is to lands what Equipment is to creatures. Except for the difference regarding what type of permanent they can be attached to, Fortifications and Equipment follow the same rules. (2024-03-08)
  • If the fortified land produced more than one color of mana, you’ll create a Junk token as long as the target creature is at least one of those colors. (2024-03-08)
  • You can’t sacrifice a Junk token to pay multiple costs. For example, you can’t sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet. (2024-03-08)
  • You pay all costs and follow all normal timing rules for the card played from exile with a Junk token’s ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty. (2024-03-08)
  • Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won’t resolve and none of its effects happen. You won’t create any Junk tokens. (2024-03-08)