Celestial Armor

Celestial Armor

Artifact — Equipment

Seltenheit

Rare

Manakosten
2 W
Künstler

Olena Richards

Regeltext

Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip 3W (3W: Attach to target creature you control. Equip only as a sorcery.)

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  • A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.”

  • A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”

Rulings (2)

Offizielle Rulings sind nur auf Englisch verfügbar.

  • Wizards of the Coast
    If a creature gains hexproof in response to a spell or ability controlled by an opponent that only targets that creature, then when that spell or ability tries to resolve, all of its targets will be illegal. As a result, that spell or ability won't resolve and none of its effects will happen.
  • Wizards of the Coast
    Attaching Celestial Armor to a creature that has already been blocked won't cause it to become unblocked, even if one or more of the blocking creatures don't have flying or reach.

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