Living weapon

From MTG Wiki
Jump to: navigation, search
Living Weapon
Keyword Ability
Type Triggered
Introduced Mirrodin Besieged
Last Used Commander 2015
Reminder Text Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it.)
Statistics 10 cards
{artifact symbol} 100%
Scryfall Search
oracle:"Living Weapon"

Living weapon is a keyword ability for equipment cards introduced in Mirrodin Besieged.[1][2][3] It was reused in New Phyrexia and the Commander series.

Description[edit | edit source]

When a card with Living weapon enters the battlefield, it creates a 0/0 black Germ creature token and attaches itself to it.[4][5][6] Thus Living weapons are themselves creatures until they die or their controller chooses to upgrade a different creature, with the detaching of the equipment and killing the Germ, as it is now a 0/0 creature. Due to state-based effects it is put into the graveyard and ceases to exist.

Future designs[edit | edit source]

With colored artifacts becoming more often used, equipment design space slowly expanded starting Core Set 2020. Three equipment - Ancestral Blade, Wolfrider's Saddle and Mask of Immolation - have the living weapon text, but on tokens that are otherwise functional creatures. The equipment also hence do not need to be costed to equip a creature-sized boost, expanding design options.

Kaldheim brought forth a cycle with another variation, with a quasi-kicker cost to generate a token and attach it. This puts the control under the player as to whether the token is necessary - some cost less to equip, some cost more, than getting the token.

Another similar equipment design was printed in Commander 2021 with Fractal Harness.

Rules[edit | edit source]

From the glossary of the Comprehensive Rules (April 22, 2021—Strixhaven: School of Mages)

Living Weapon
A keyword ability that creates a creature token and then attaches the Equipment with the ability to that token. See rule 702.92, “Living Weapon.”

From the Comprehensive Rules (April 22, 2021—Strixhaven: School of Mages)

  • 702.92. Living Weapon
    • 702.92a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it.”

Rulings[edit | edit source]

  • Like 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, unless another effect raises its toughness above 0.

Examples[edit | edit source]

Example

Flayer Husk {1}
Artifact — Equipment
Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)
Equipped creature gets +1/+1.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Trivia[edit | edit source]

  • Living Weapon was featured as rules card 3 of 5 in the Mirrodin Besieged set and as rules card 2 of 4 in the New Phyrexia set.

References[edit | edit source]

  1. Mark Rosewater (January 17, 2011). "Under Besiege, Part 1". magicthegathering.com. Wizards of the Coast.
  2. Mark Rosewater (March 7, 2011). "What Do You Do for a Living Weapon?". magicthegathering.com. Wizards of the Coast.
  3. Tom LaPille (March 11, 2011). "Confessions in an Armory". magicthegathering.com. Wizards of the Coast.
  4. Monty Ashley (March 8, 2011). "The Germ in Charge". magicthegathering.com. Wizards of the Coast.
  5. Doug Beyer (March 9, 2011). "Germ Warfare: The Flavor of Living Weapon". magicthegathering.com. Wizards of the Coast.
  6. Doug Beyer (March 16, 2011). "Six Secrets Behind the Sets". magicthegathering.com. Wizards of the Coast.

External links[edit | edit source]