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Mindlink Mech

Mindlink Mech

Artifact — Vehicle

rare

Flying Whenever this Vehicle becomes crewed for the first time each turn, until end of turn, this Vehicle becomes a copy of target nonlegendary creature that crewed it this turn, except it's 4/3, it's a Vehicle artifact in addition to its other types, and it has flying. Crew 1

4/3

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Semantic Tags

Copy / Clonemechanical

Creates copies of creatures, permanents, or spells.

Crewmechanical

A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, “Artifacts,” and rule 702.122, “Crew.”

Evasivemechanical

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

Flyingmechanical

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Permanentmechanical

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

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (6)

Related Concepts

Crew

A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, “Artifacts,” and rule 702.122, “Crew.”

Flying

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

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

2022-02-18

If a player crews Mindlink Mech with a nonlegendary permanent that is not normally a creature or Vehicle, the resulting permanent Mindlink Mech becomes is a 0/0 artifact creature and will usually be put into its owner's graveyard. This is because a copy effect can't set the power and toughness of a permanent if being a creature isn't part of that permanent's copiable characteristics. The crew effect is then applied after the copy effect, and it becomes a creature with no defined power or toughness, so both are set to 0.

2022-02-18

Mindlink Mech's triggered ability can target only a creature that was tapped to pay its crew cost this turn.

2022-02-18

Mindlink Mech's second ability triggers as its crew ability resolves for the first time each turn.

2022-02-18

If the creature is a token, Mindlink Mech copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. It doesn't become a token.

2022-02-18

If Mindlink Mech becomes a copy of a creature that is copying something else, it becomes a copy of whatever that creature is a copy of.

2022-02-18

Mindlink Mech copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it also has Mindlink Mech's types and is 4/3. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.

2022-02-18

If a continuous effect that isn't a copy effect is modifying Mindlink Mech's power, toughness, or types, that effect will continue to apply to it after it becomes a copy.