metamox
Grafted Exoskeleton
PRINTINGS · 2
ARTIFACT — EQUIPMENT

Grafted Exoskeleton

Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent. Equip
CMC
4
Set
ONC
Rarity
uncommon
Price
$6.52
FORMATS
CommanderLEGAL
Brawl (Historic)NOT LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernLEGAL
PioneerNOT LEGAL
REMINDER TEXT · 1
  • WOTC Official Reminder Textofficial rules
    Equip — Equip [cost] ([cost]: Attach to target creature you control. Equip only as a sorcery.)
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  • WWizards of the Coast2011-01-01
    Official Ruling
    In addition to the effect of its equip ability, Grafted Exoskeleton becomes unattached from the creature it's equipping if a spell or ability (such as Fulgent Distraction) causes it to become unattached, if Grafted Exoskeleton leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Exoskeleton ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)
  • WWizards of the Coast2011-01-01
    Official Ruling
    Damage from a source with infect affects planeswalkers normally.
  • WWizards of the Coast2011-01-01
    Official Ruling
    Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.
  • WWizards of the Coast2011-01-01
    Official Ruling
    Infect's effect applies to any damage, not just combat damage.
  • WWizards of the Coast2011-01-01
    Official Ruling
    If Grafted Exoskeleton's last ability triggers, but you don't control the permanent it became unattached from at the time that ability resolves (perhaps because another player has somehow gained control of it), you won't be able to sacrifice it.
  • WWizards of the Coast2011-01-01
    Official Ruling
    A player who has ten or more poison counters loses the game. This is a state-based action.
  • WWizards of the Coast2011-01-01
    Official Ruling
    The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.
  • WWizards of the Coast2011-01-01
    Official Ruling
    If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.

Rulings via Scryfall

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