Ice Age (ice)

#10 ⸱ Rare ⸱ German
Mobilmachung

Variations

Parts

Mobilmachung

Verzauberung
Wähle eine Farbe. So lange ein Gegner Deiner Wahl mehr Karten von dieser Farbe als von irgendeiner anderen Farbe beherrscht, erhalten alle weißen Kreaturen +1/+1. Wenn dieser Gegner zu irgendeinem Zeitpunkt nicht mehr Karten von dieser Farbe als von irgendeiner anderen Farbe beherrscht, begrabe die Mobilmachung.

 

 

 

Legalities

Legal
Duel
Predh
Legacy
Vintage
Commander
Premodern
Oathbreaker
Not Legal
Brawl
Penny
Future
Modern
Pauper
Alchemy
Pioneer
Historic
Standard
Timeless
Gladiator
Oldschool
Standardbrawl
Paupercommander

Rulings

2004-10-04

You can't choose "colorless" as a color.

 

2009-10-01

If Call to Arms changes controllers, it will continue to check the nontoken permanents controlled by the player chosen as it entered, even if that player isn't an opponent of its current controller.

 

2009-10-01

Call to Arms's third ability is a "state trigger." Once a state trigger triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.

 

2009-10-01

The game continually counts the number of nontoken permanents of each color the chosen player controls. Multicolored ones are counted for each of their colors; colorless ones are ignored. The moment the number of nontoken permanents of the chosen color that player controls is less than or equal to the number of permanents of one of the other colors that player controls, Call to Arms's second ability stops giving white creatures +1/+1 and its third ability triggers. Call to Arms will be sacrificed when the third ability resolves, even if those numbers have changed by then.

 

2009-10-01

Call to Arms affects all white creatures, not just white creatures you control.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings