Inspiring Call (Fallout #203)

Inspiring Call {2}{G}

Instant

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy them.)

Loyal members of the Enlightened return to Point Pleasant during the seasonal equinox to honor the Wise Mothman, despite interference from the blasphemous “Dim Ones.”

Illustrated by Liiga Smilshkalne

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Inspiring Call:
  • Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters. (2017-11-17)
  • Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible. (2017-11-17)