Fires of Mount Doom
Legendary Enchantment
When Fires of Mount Doom enters the battlefield, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature.
: Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
: Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
You pay all costs and follow all normal timing rules for a card played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
Fires of Mount Doom's first ability can target a creature that has no Equipment attached to it.
If you activate Fires of Mount Doom's last ability but don't play the exiled card this turn using that casting permission, Fires of Mount Doom won't deal damage to each player.
If the target of Fires of Mount Doom's first ability is illegal by the time the ability tries to resolve, it's removed from the stack. You won't destroy any Equipment.
Fires of Mount Doom's first ability can target a creature that has no Equipment attached to it.
If you activate Fires of Mount Doom's last ability but don't play the exiled card this turn using that casting permission, Fires of Mount Doom won't deal damage to each player.
If the target of Fires of Mount Doom's first ability is illegal by the time the ability tries to resolve, it's removed from the stack. You won't destroy any Equipment.
Rulings
You pay all costs and follow all normal timing rules for a card played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
Fires of Mount Doom's first ability can target a creature that has no Equipment attached to it.
If you activate Fires of Mount Doom's last ability but don't play the exiled card this turn using that casting permission, Fires of Mount Doom won't deal damage to each player.
If the target of Fires of Mount Doom's first ability is illegal by the time the ability tries to resolve, it's removed from the stack. You won't destroy any Equipment.
Fires of Mount Doom's first ability can target a creature that has no Equipment attached to it.
If you activate Fires of Mount Doom's last ability but don't play the exiled card this turn using that casting permission, Fires of Mount Doom won't deal damage to each player.
If the target of Fires of Mount Doom's first ability is illegal by the time the ability tries to resolve, it's removed from the stack. You won't destroy any Equipment.
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