Cytoplast Manipulator {2}{U}{U}
Creature — Human Wizard Mutant
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
{U}, {T}: Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
0/0
Watermark: Simic
Illustrated by Dan Murayama Scott
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Legal
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Notes and Rules Information for Cytoplast Manipulator:
- The control change lasts as long as Cytoplast Manipulator is on the battlefield. It doesn’t end if the creature loses all its +1/+1 counters, it stops being a creature, or if Cytoplast Manipulator becomes untapped. (2006-05-01)
- If the ability is activated and Cytoplast Manipulator leaves the battlefield before it resolves, the ability does nothing. The target creature will remain under its current controller’s control. (2006-05-01)