
Destiny Spinner
Commander Masters · #890
Overview
Legality, special rules, and flavor text
Rules
Creature and enchantment spells you control can't be countered. {3}{G}: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Rulings
A spell or ability that counters spells can still target spells that can't be countered. When that spell or ability resolves, the uncounterable spell won't be countered, but any additional effects of the countering spell or ability will still happen. — Destiny Spinner's activated ability doesn't untap the land that becomes a creature. — Destiny Spinner's first ability applies only while it's on the battlefield. While it's a spell, it can be countered. — If you activate Destiny Spinner's ability more than once in a turn, the value of X may be different each time. If you choose the same land as the target more than once, the most recent effect (and most recent value of X) applies. — If you control no enchantments at the time Destiny Spinner's activated ability resolves, the land becomes a 0/0 creature and is put into its owner's graveyard unless another effect is raising its toughness. — The value of X is determined only as Destiny Spinner's activated ability resolves. Once that happens, the creature's base power and toughness won't change later in the turn even if the number of enchantments you control changes.
Card details
Printing, type line, and catalog data
Identity & printing
- Card ID
- CMM-890--normal
- Name
- Destiny Spinner
- Number
- 890
- Rarity
- Uncommon
Type line & Magic stats
- Subtypes
- Human
- Types
- Enchantment, Creature
- Mana cost
- {1}{G}
- Mana value
- 2
- Power / toughness
- 2 / 3
Set, artist & references
- Artist
- Livia Prima
- Language
- English
- Set name
- Commander Masters
- Game name
- Magic: The Gathering
Battle
Abilities, attacks, weakness & resistance
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