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Embercleave
Legendary Artifact — Equipment
mythic
Flash This spell costs less to cast for each attacking creature you control. When Embercleave enters, attach it to target creature you control. Equipped creature gets +1/+1 and has double strike and trample. Equip
Semantic Tags
A permanent or effect that makes spells or abilities cheaper to cast or activate.
A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
Equipment-focused strategy — attaching, equip cost reduction, equipment ETBs.
A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”
Flash-focused strategy — playing at instant speed for tempo and information advantage.
A card or token on the battlefield. See rule 110, “Permanents.”
Powers up a single creature with equipment or auras. Includes equipment, aura payoffs, and suited-up creature effects.
Format Legality
Price history
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Printings (6)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Special Guests#77 | mythic | · | · | · |
| The List#ELD-120 | mythic | · | · | · |
| Throne of Eldraine#120 | mythic | · | · | · |
| Throne of Eldraine#359 | mythic | · | · | · |
| Throne of Eldraine Promos#120p | mythic | · | · | · |
| Throne of Eldraine Promos#120s | mythic | · | · | · |
Related Concepts
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
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.
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.”
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.
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.
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.
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.
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
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to increase Embercleave's cost by removing attacking creatures you control.
Embercleave's second ability can't reduce its cost below {R}{R}.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.