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Heavenly Blademaster

Heavenly Blademaster

Creature — Angel

rare

Flying, double strike When this creature enters, you may attach any number of Auras and Equipment you control to it. Other creatures you control get +1/+1 for each Aura and Equipment attached to this creature.

3/6

$0.38 ✦ $0.55View on Scryfall →
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Semantic Tags

Aggressivemechanical

Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.

Anthemmechanical

A permanent that gives a static power/toughness boost to your creatures.

Double Strikemechanical

A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”

ETB Mattersmechanical

Triggers when a creature or permanent enters the battlefield. Prime blink targets.

Evasivemechanical

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

Has first strike or double strike — trades favorably in combat.

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.”

Tribalmechanical

Cares about creature types — lords, type-matters effects, and changeling.

Format Legality

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

Price history

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Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
Commander Masters#461rare···
Commander Masters#28rare···
Game Night: Free-for-All#11rare···
Treasure Chest#70705rare···
Commander 2018#3rare···

Related Concepts

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

2018-07-13

Because damage remains marked on a creature until it’s removed as the turn ends, nonlethal damage dealt to a creature you control may become lethal if Heavenly Blademaster leaves the battlefield during that turn or if an Aura or Equipment is removed from it.

2018-07-13

You don’t move any Auras or Equipment until Heavenly Blademaster’s triggered ability is resolving. If Heavenly Blademaster is no longer on the battlefield, the Auras and Equipment you intended to attach to it remain as they were.

2018-07-13

You can’t try to attach an Aura or Equipment to Heavenly Blademaster if that Aura or Equipment can’t legally be attached to it.