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Archenemy (arc)

#6 ⸱ Rare ⸱ English
March of the Machines

Variations

Parts

March of the Machines

Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)

 

 

 

Legalities

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

Rulings

2004-12-01

If an Equipment becomes a creature, it can no longer equip a creature. If it's currently attached to a creature, it becomes unattached (but remains on the battlefield). You can activate the Equipment's equip ability, but it won't do anything.

 

2004-12-01

If a noncreature artifact is also another card type, such as enchantment or land, it will retain those types in addition to being an artifact creature.

 

2004-12-01

Each artifact land has a mana value of 0. March of the Machines makes them 0/0 creatures, which are put into the graveyard as a state-based action.

 

2007-07-15

If a noncreature artifact becomes an artifact creature this way and then another effect animates it, the new effect overrides March of the Machines's effect. For example, Chimeric Staff is a 4/4 creature while March of the Machines is on the battlefield. If you activate Chimeric Staff's ability and choose X = 5, Chimeric Staff will be a 5/5 artifact creature for the rest of the turn.

 

2009-10-01

A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of their most recent turn.

 

Market Pricing

 NormalFoil
Low$0.40
Median$0.82
High$4.99
Market$0.43
Direct Low
Buy at TCGPlayer

Other Printings

 NormalFoil
The List$0.40
Tenth Edition
Tenth Edition$0.86
Mirrodin$0.53

Pricing data provided by TCGPlayer