Can you equip opponents creatures




















Your equipment remains attached to the Mind Control led creature, because no rule or card effect has indicated otherwise. Yes, you may Equip the the equipment to one of the creatures you control on your turn. The equip activated ability can normally only be activated any time you could play a sorcery, but other cards i. Leonin Shikari might modify that. At this point, it will become unattached from the former creature. Yes, you are the only one that can play the equipment's activated abilities, because you are the equipment's controller.

Keep in mind though, if the attached equipment causes the creature to gain an activated ability, the gained ability isn't an ability of the equipment. Abilities can also be granted to objects by rules or effects. Diviner's Wand. A tricky case is with Blazing Torch. It gives the creature an activated ability so you might think you can use it? The answer is no, this because one of the costs of activating it is sacrificing the torch itself and you can't sacrifice another player's permanents!

Another tricky equipment is Umezawa's Jitte. Note that the equipment is the one with all the abilities Look up the rulings for mind control. Sign up to join this community. The best answers are voted up and rise to the top.

An Equipment doesn't come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control see rule Control of the creature matters only when the equip ability is played and resolved. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent stops equipping that permanent, but remains in play.

This is a state-based effect. See rule Changing control of the creature doesn't change control of the Equipment, and vice versa. Only the Equipment's controller can play its abilities. However, if the Equipment adds an ability to the equipped creature with "gains" or "has" , the equipped creature's controller is the only one who can play that ability.

The phrase "Equip [cost]" means "[cost]: Move this Equipment onto target creature you control. Play this ability only any time you could play a sorcery.

Such an Equipment stops equipping that permanent, but remains in play. See rule , "State-Based Effects. Several other rules have been modified to cover Equipment cards; those rules are not listed here.

What's an Equipment, anyway? How does Equipment interact with other cards? Not only that, when the equipped creatures deals combat damage to another creature, exile that creature. What truly distinguishes Kaldra Compleat from other endgame equipment, however, is that it has living weapon. Effectively, you pay 7 mana for a giant beater and when it dies, you can pay another 7 to add its stats to something else.

Do you need an equipment lord? Halvar, God of Battle has you covered. With Halvar in play, all your equipped or enchanted creatures gain double strike. Furthermore, you can also shuffle around your auras and equipment before combat, which is highly versatile. Better yet, when it dies, it returns to your hand.

The best equipment cycle, however, is the Colour-Pair Swords. Dating all the way back to Darksteel, these artifacts all do similar things, and can all end games by doing so. Whenever it deals combat damage to a player, you then get two effects. 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. Cancel Save. Universal Conquest Wiki.

Subtype for artifact cards. Equip [ quality ]. Stoneforged Blade. Nahiri, the Lithomancer. Equipped creature has " , , Sacrifice Rock: This creature deals 2 damage to any target. Toggo, Goblin Weaponsmith. Icingdeath, Frost Tongue. Whenever equipped creature attacks, tap target creature defending player controls. Icingdeath, Frost Tyrant.



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