C.A.M.P.

C.A.M.P.

Artifact — Fortification

Seltenheit

Uncommon

Manakosten
3
Preis · Cardmarket-Trend

0,19 € Foil 0,29 €

Künstler

Tomas Duchek

Cardmarket-Trend via Scryfall, Stand 27.10.2026. Kann vom tatsächlichen Preis abweichen.

Regeltext

Whenever fortified land is tapped for mana, put a +1/+1 counter on target creature you control. If that creature shares a color with the mana that land produced, create a Junk token. (It's an artifact with "T, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Fortify 3 (3: Attach to target land you control. Fortify only as a sorcery.)

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  • A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, “Artifacts,” and rule 702.67, “Fortify.”

Rulings (5)

Offizielle Rulings sind nur auf Englisch verfügbar.

  • Wizards of the Coast
    Fortification is to lands what Equipment is to creatures. Except for the difference regarding what type of permanent they can be attached to, Fortifications and Equipment follow the same rules.
  • Wizards of the Coast
    If the fortified land produced more than one color of mana, you'll create a Junk token as long as the target creature is at least one of those colors.
  • Wizards of the Coast
    You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
  • Wizards of the Coast
    Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
  • Wizards of the Coast
    You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

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