Wikia

Magic: The Gathering

Artifact

Talk0
4,641pages on
this wiki

Artifacts are permanents which can only be played during your main phase (unless it's an Artifact Creature and has Flash). They represent physical items of power that any wizard can employ. This also means that artifacts can easily be broken if made too powerful. Prime examples of this would be the Power Nine (most of which are artifacts), Voltaic Key, and affinity.
Creatures can also be artifacts, though for a long time they did not have any creature types. Artifact creatures can be affected by anything that would affect either artifacts or creatures. Currently, artifact creatures that are not modeled after colored creatures tend to get the creature type Golem or Construct. Most of the artifacts and artifact creatures in the game are featured in the Mirrodin Block. Recently the theme of artifacts was brought back in the pack Shards of Alara. These artifacts continue an idea shown first in the Future Sight (set)of colored artifacts. Also in Future Sight and in Shards of Alara, artifacts have had colored mana costs.

RulesEdit

This is a list of all the rules pertaining to artifacts. many have to do with Artifact land Artifact Creatures or Equipment.

  • 212.2a - A player who has priority may play an artifact card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an artifact as a spell uses the stack.

(Effective as of: 2007/10/01)

  • 212.2b - When an artifact spell resolves, its controller puts it into play under his or her control.

(Effective as of: 2003/07/01)

  • 212.2c - Artifact subtypes are always a single word and are listed after a long dash: "Artifact - Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes.

(Effective as of:2007/05/01)

  • 212.2d - Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.

(Effective as of:2007/10/01)

  • 212.2e - Artifact creatures combine the characteristics of both creatures and artifacts, and are subject to spells and abilities that affect either or both card types.

(Effective as of:2007/10/01)

(Effective as of:2007/10/01)

  • 212.2g - Some artifacts have the subtype "Equipment." An Equipment can be attached to a creature. It can't legally be attached to an object that isn't a creature.

(Effective as of:2003/10/01)

  • 212.2h - An Equipment is played and comes into play just like any other artifact. An Equipment doesn't come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control . Control of the creature matters only when the equip ability is played and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can't, the Equipment doesn't move.

(Effective as of:2005/10/01)

  • 212.2i - An Equipment that's also a creature can't equip a creature. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play.

(Effective as of:2005/08/01)

  • 212.2j - The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature. (Effective as of:2003/10/01)
  • 212.2k - An Equipment's controller is separate from the equipped creature's controller; the two need not be the same. Changing control of the creature doesn't change control of the Equipment, and vice versa. Only the Equipment's controller can play its abilities. However, if the Equipment adds an ability to the equipped creature (with "gains" or "has"), the equipped creature's controller is the only one who can play that ability.

(Effective as of:2003/10/01)

  • 212.2m - Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Fortification's analog to the equip keyword ability is the fortify keyword ability.

(Effective as of:2007/05/01)

Around Wikia's network

Random Wiki