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Armadura ruina de magos

Artefacto — Equipo

La criatura equipada obtiene +2/+4 y pierde la habilidad de volar.
Prevén todo el daño que no sea de combate que se le fuera a hacer a la criatura equipada.
Equipar . (: Anexa este equipo a la criatura objetivo que controles. Juega la habilidad de equipar como un conjuro.)
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Combat damage is the damage that’s dealt automatically by attacking and blocking creatures, even if it’s redirected (by Harm’s Way, perhaps). Noncombat damage is any other damage (generally, it’s damage dealt as the result of a spell or ability).
Magebane Armor can equip a creature that doesn’t have flying. The “lose flying” effect just won’t do anything in that case.
Magebane Armor causes the equipped creature to lose flying at the time it became equipped. Any ability that grants that creature flying that starts to work later (such as a Jump that resolves later, or a Levitation that comes under your control later) will work normally.
Combat damage is the damage that’s dealt automatically by attacking and blocking creatures, even if it’s redirected (by Harm’s Way, perhaps). Noncombat damage is any other damage (generally, it’s damage dealt as the result of a spell or ability).
Magebane Armor can equip a creature that doesn’t have flying. The “lose flying” effect just won’t do anything in that case.
Magebane Armor causes the equipped creature to lose flying at the time it became equipped. Any ability that grants that creature flying that starts to work later (such as a Jump that resolves later, or a Levitation that comes under your control later) will work normally.
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