Outlaws of Thunder Junction (otj) | ||
#3 ⸱ Common ⸱ English |
Variations— Parts— | Armored Armadillo0 / 4 Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) : Armored Armadillo gets +X/+0 until end of turn, where X is its toughness.
LegalitiesLegal Duel Brawl Future Legacy Modern Pauper Alchemy Pioneer Vintage Explorer Historic Standard Timeless Commander Gladiator Oathbreaker Standardbrawl Paupercommander Not Legal Penny Predh Oldschool Premodern RulingsThe value of X is determined as Armored Armadillo’s activated ability resolves. It won’t change later in the turn if other effects modify Armored Armadillo’s toughness.
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Other Printings— |