ARTIFACT — EQUIPMENT
Flayer Husk
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Equip
FORMATS
CommanderLEGAL
Brawl (Historic)NOT LEGAL
StandardNOT LEGAL
ModernLEGAL
REMINDER TEXT · 2
- WOTC Official Reminder Textofficial rulesEquip — Equip [cost] ([cost]: Attach to target creature you control. Equip only as a sorcery.)
- WOTC Official Reminder Textofficial rulesLiving weapon — When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.
Loading recent decks…
Comments & Rulings · 4
- Wizards of the Coast2020-08-07 · official rulingLike other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- Wizards of the Coast2020-08-07 · official rulingIf the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- Wizards of the Coast2020-08-07 · official rulingThe Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
- Wizards of the Coast2020-08-07 · official rulingIf the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.