Can you unequip a creature
With Artifact equipment, say I've equipped it to one creature, and I want to move it to another, can it be equipped to another creature if I pay its equip cost again? My thought process is that they aren't like Enchantment-Aura's which target a creature specifically, more so like an item that is not bound. Am I right in thinking then that they can be equipped more than once?
Yes, if you have an Equipment attached to one creature, you can pay its equip cost to attach it to another creature. Every Equipment has the Equip keyword ability , which is defined in rule Equip is an activated ability of artifact Equipment cards.
Activate this ability only any time you could play a sorcery. In addition, the Attach keyword action that the Equip ability uses is defined in rule To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. So, if an Equipment is already attached to a creature, when you activate its Equip ability, you move it from where it currently is attached to the original creature and put it onto the new creature.
One thing to keep in mind is that the Equip ability is an ability the Equipment has, not the creature. So if, for example, a Suppression Bonds is attached to the creature, you can still re-equip an Equipment attached to that creature. However, if the Suppression Bonds were instead attached to the Equipment itself, you would not be able to activate the Equip ability.
Reading though the rules it seems clear to me that if a creature is equipped and then that equipped creature is mind controlled, you can reattach that equipment to a creature you control. Nobody ever does this though, like ever.
The rules seem so clear but I don't want to try this due to fear of being shot down or violating some kind of play etiquette I don't know about.
Sign up to join this community. Damage dealt with infect is able to kill Indestructible creatures. When an indestructible creature blocks a creature with trample, lethal damage still needs to be assigned to it before you can assign trample damage. If first strike damage is enough to kill the creature with deathtouch it never deals damage and as such does not kill the first striker.
Hexproof is an evergreen keyword ability that prevents a permanent or player from being the target of spells or abilities played by opponents…. This matters for things like regeneration. Indestructible does not prevent damage, it prevents damage from causing a creature to be destroyed.
That damage needs to be done for lifelink to happen, and in the case of wither or infect, still will kill an indestructible creature due to loss of toughness. Yes, you can. The entirety of the rules for indestructible is that a creature with indestructible cannot be destroyed: Also, you can play the ability only any time you could play a sorcery. The cleverest combat trick you can do with Loxodon Warhammer is attaching it to one of your creatures and smashing your opponent's face with it.
You can also move an Equipment you control from one creature to another by playing its equip ability. You can't just move an Equipment off a creature, though — you have to move it onto a different creature you control. The biggest difference between Equipment and local enchantments is that Equipment stays in play when the creature it's attached to leaves play.
In fact, Equipment doesn't really care too much about what happens to the creature it's attached to. The same is true if an equipped creature can no longer be equipped if it gains protection from artifacts, or stops being a creature, for example.
Equipment can do a whole variety of different things. You'll find Equipment that do all the common things that creature enchantments do. Plus, because Equipment stays in play when the equipped creature leaves play, you'll find some more interesting things that it can do.
The Warhammer does three different things. It changes power and toughness, gives a keyword ability, and gives the creature a triggered ability. Equipment can't be attached to a creature with protection from artifacts. The equip ability can't target a Yavimaya Scion , because the ability is from an artifact source. If you've equipped a Jeweled Spirit with the Warhammer, and you then play its ability to give itself protection from artifacts, the Warhammer will fall off back into play remember, Equipment doesn't go to the graveyard if it can't be attached to a creature.
It won't reattach itself when the Spirit loses protection from artifacts at the end of the turn. You'll have to wait for the effect to end, and then play the equip ability again.
The equip ability can't target a Gigapede , because it can't be the target of spells and abilities. This combination of buffs allows each of the Swords to consistently see heavy play, often as win conditions in of themselves.
Play Sword of Fire and Ice if you like winning. Additionally, play Sword of Fire and Ice because whenever your equipped creature deals with combat damage to a player, you can do two things.
Draw a card, and then hit any target for 2 damage. Given that black is a major removal source, this makes your equipped creature very difficult to kill.
When the equipped creature connects, untap all lands you control. And your opponent discards a card. This combination of hand attack plus mana doubling is never to be underestimated. While equip is a colourless ability, equip synergy cards are most common in white and red. Kaldheim , Adventures in the Forgotten Realms and Throne of Eldraine all have good equipment and equip synergy cards. Most Voltron decks play equipment, as powering up the commander as much as possible is their main strategy.
Remember, if a commander deals 21 combat damage to an opponent, that player loses the game. Balan, Wandering Knight is one of the few commanders specifically built for equipment Voltron. There are more than enough equip synergy cards in white to make this deck viable and, indeed, remarkably strong. Playing Balan Voltron is simple. Survive and ramp until you can play Balan, Wandering Knight.
Then play Balan. Then play equipment. Attack for lethal. The best way to play against equip is to run artifact removal. Even if the equipped creature is removed, the equipment itself stays around.
You can try playing fogs , which prevent all combat damage being dealt in a turn. Another way to play against equip is to interfere with activated abilities. Equip is an activated ability, so anything that cares about activated abilities will also apply to equip. As such, watch out for cards that prevent you from activating abilities because these will neuter your equipment.
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