Armure de plaques hantée
Armure de plaques hantée back
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Armure de plaques hantée

Artefact : équipement

La créature équipée gagne +4/+4. : Jusqu'à la fin du tour, l'Armure de plaques hantée devient une créature-artefact 4/4 Esprit qui n'est plus un équipement. N'activez cette capacité que si vous ne contrôlez aucune créature.Équipement ( : Attachez à la créature ciblée que vous contrôlez. N'attachez l'équipement que lorsque vous pourriez lancer un rituel.)
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

It’s possible to activate the first activated ability of Haunted Plate Mail in response to activating the first ability of another Haunted Plate Mail and have them both become creatures until end of turn.
You can activate the equip ability of Haunted Plate Mail while it isn’t an Equipment, but the ability will have no effect. Haunted Plate Mail won’t become attached to any creature.
Although you must control no creatures to activate the “animation” ability, having a creature somehow come under your control in response to that ability won’t stop it from resolving.
It’s possible to activate the first activated ability of Haunted Plate Mail in response to activating the first ability of another Haunted Plate Mail and have them both become creatures until end of turn.
You can activate the equip ability of Haunted Plate Mail while it isn’t an Equipment, but the ability will have no effect. Haunted Plate Mail won’t become attached to any creature.
Although you must control no creatures to activate the “animation” ability, having a creature somehow come under your control in response to that ability won’t stop it from resolving.
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