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Salvation Colossus

Salvation Colossus

{6}{W}{W}
Artifact Creature — Construct

Flying, vigilance, trample

Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn.

Unearth—Pay eight {E}. (Pay eight energy counters: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

9/9

Illustrated by José Parodi

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

This printing

Number#95
RarityRare
ReleasedJun 14, 2024
EDHREC rank#7,052

Prices

USD$0.28
EUR€0.27
MTGO2.33 tix
Rulings (14)
  • If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will do nothing as it resolves.

    Jun 7, 2024 · Wizards of the Coast
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

    Jun 7, 2024 · Wizards of the Coast
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    Jun 7, 2024 · Wizards of the Coast
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

    Jun 7, 2024 · Wizards of the Coast
  • If a permanent returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead—unless the spell or ability that's causing the permanent to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If that spell or ability later returns the card to the battlefield (as Static Prison might, for example), the permanent card will return to the battlefield as a new object with no relation to its previous existence. The unearth effects will no longer apply to it.

    Jun 7, 2024 · Wizards of the Coast
  • Unearth grants haste to the permanent that's returned to the battlefield (even if it's not a creature card). However, neither of the "exile" abilities is granted to that permanent. If that permanent loses all its abilities, it will still be exiled at the beginning of the next end step, and if it would leave the battlefield, it is still exiled instead.

    Jun 7, 2024 · Wizards of the Coast
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

    Jun 7, 2024 · Wizards of the Coast
  • {E} is the energy symbol. It represents one energy counter.

    Jun 7, 2024 · Wizards of the Coast
  • At the beginning of the next end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed triggered ability won't trigger again. However, the replacement effect will still exile the permanent if it eventually leaves the battlefield.

    Jun 7, 2024 · Wizards of the Coast
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

    Jun 7, 2024 · Wizards of the Coast
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

    Jun 7, 2024 · Wizards of the Coast
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

    Jun 7, 2024 · Wizards of the Coast
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

    Jun 7, 2024 · Wizards of the Coast
  • Activating a card's unearth ability isn't the same as casting that card. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities will interact with unearth, but spells and abilities that interact with spells (such as Flare of Denial) will not.

    Jun 7, 2024 · Wizards of the Coast

Printings (2)

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