ARTIFACT — EQUIPMENT
Strandwalker
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +2/+4 and has reach.
Equip
FORMATS
CommanderLEGAL
Brawl (Historic)NOT LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernLEGAL
PioneerNOT LEGAL
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.
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- WWizards of the Coast2020-08-07Official 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.
- WWizards of the Coast2020-08-07Official RulingIf the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- WWizards of the Coast2020-08-07Official 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.
- WWizards of the Coast2020-08-07Official 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.
Rulings via Scryfall
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