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Immortal Coil

Immortal Coil

Artifact

rare

, Exile two cards from your graveyard: Draw a card. If damage would be dealt to you, prevent that damage. Exile a card from your graveyard for each 1 damage prevented this way. When there are no cards in your graveyard, you lose the game.

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Semantic Tags

Specifically destroys, exiles, or shuts down artifacts.

Cantripmechanical

A spell that replaces itself by drawing a card as part of its resolution.

Card Drawmechanical

Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.

Draw Hatevector

Punishes or prevents opponents from drawing extra cards.

Cards that directly win the game or threaten to end it quickly. Includes 'you win the game' effects and massive threats.

Cards that directly win the game or threaten to end it quickly. Includes 'you win the game' effects and massive threats.

Graveyard Hatemechanical

Exiles cards from graveyards or prevents graveyard interaction. Shuts down recursion, flashback, and graveyard-matters strategies.

Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.

Mana Sinkmechanical

A permanent with a repeatable activated ability that converts excess mana into value.

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (1)

SetRarityTCGplayerCard KingdomCardmarket
Shards of Alara#79rare···

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2008-10-01

The third ability checks whether your graveyard is empty only at the time it triggers. Putting a card into your graveyard after that doesn’t help. You’ll lose the game when the ability resolves.

2008-10-01

The second ability prevents all damage that would be dealt to you, regardless of how many cards are in your graveyard. For example, if you have three cards in your graveyard and would be dealt 5 damage, Immortal Coil prevents all 5 damage and exiles all the cards in your graveyard.

2008-10-01

Similarly, if the third ability resolves but you don’t lose the game for some reason (because you control Platinum Angel, perhaps), it will immediately trigger again if your graveyard is still empty. Immortal Coil + Platinum Angel + an empty graveyard is an involuntary infinite loop. Unless a player disrupts it, the game will end in a draw.

2008-10-01

The first ability exiles two cards in your graveyard as a cost. You can’t activate this ability unless you have at least two cards in your graveyard. Exiling those two cards can’t be responded to.

2008-10-01

If the third ability is countered, but your graveyard is still empty, the ability will immediately trigger again.

2008-10-01

The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.