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March of the Machines

March of the Machines

{3}{U}
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.)

Illustrated by Ben Thompson

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Not Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#91★
RarityRare
ReleasedJul 13, 2007
EDHREC rank#14,604

Prices

USD foil$29.97
EUR foil€7.72
Rulings (5)
  • 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.

    Dec 1, 2004 · Wizards of the Coast
  • 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.

    Dec 1, 2004 · Wizards of the Coast
  • 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.

    Dec 1, 2004 · Wizards of the Coast
  • 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.

    Jul 15, 2007 · Wizards of the Coast
  • A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its {T} abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of their most recent turn.

    Oct 1, 2009 · Wizards of the Coast

Printings (5)

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