Fallout (pip)

#129 ⸱ Uncommon ⸱ Italian
C.A.M.P.

Variations

Parts

C.A.M.P.

Artefatto — Fortificazione
Ogniqualvolta la terra fortificata viene TAPpata per attingere mana, metti un segnalino +1/+1 su una creatura bersaglio che controlli. Se quella creatura condivide un colore con il mana prodotto da quella terra, crea una pedina Ferraglia. (È un artefatto con ", Sacrifica questo artefatto: Esilia la prima carta del tuo grimorio. Puoi giocare quella carta in questo turno. Attiva solo come una stregoneria".)
Fortificare (: Assegna a una terra bersaglio che controlli. Fortifica solo come una stregoneria.)

 

 

 

Legalities

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

Rulings

2024-03-08

Fortification is to lands what Equipment is to creatures. Except for the difference regarding what type of permanent they can be attached to, Fortifications and Equipment follow the same rules.

 

2024-03-08

If the fortified land produced more than one color of mana, you'll create a Junk token as long as the target creature is at least one of those colors.

 

2024-03-08

You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.

 

2024-03-08

Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.

 

2024-03-08

You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings