
Overview
Legality, special rules, and flavor text
Rules
Equipped creature gets +1/+1 for each color among permanents you control. As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. Equip {2}
Rulings
If Conquerer's Flail is attached to a creature you control and you activate its equip ability targeting another creature you control, there's no time in between activating that ability and the resolution of that ability during which it's not attached to a creature. Assuming it's your turn, your opponents won't be able to cast spells. — The first ability of Conqueror's Flail constantly updates as the number of colors among permanents you control changes. If the number of colors decreases and the damage that was marked on the equipped creature earlier in the turn is now lethal damage, that creature is destroyed. Similarly, if its toughness becomes 0, that creature is put into its owner's graveyard. — The five colors are white, blue, black, red, and green. Conqueror's Flail can't give a creature more than +5/+5. (Gold, artifact, and colorless aren't colors.)
Card details
Printing, type line, and catalog data
Identity & printing
- Card ID
- PZA-15--normal
- Name
- Conqueror's Flail
- Number
- 15
- Rarity
- Mythic
Set, artist & references
- Language
- English
- Game name
- Magic: The Gathering
Battle
Abilities, attacks, weakness & resistance
Extended catalog fields
Extra Scrydex fields not shown in card details above
Raw payload (remaining)
Other game-specific keys from the API
- Flavor name
- Ronin's Arsenal
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More in this set
Other cards from Teenage Mutant Ninja Turtles Source Material
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