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The Warring Triad
Legendary Artifact Creature — God
rare
Flying, trample, haste As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature. , Mill a card: Target player adds one mana of any color. (Activate only as an instant.)
5/5
Semantic Tags
Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.
Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.
A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.
Helps produce colors you need. Includes multicolor lands, color filtering, and 'any color' mana sources.
A permanent with a repeatable activated ability that converts excess mana into value.
To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule 701.17.
A card or token on the battlefield. See rule 110, “Permanents.”
An effect that puts cards from your own library into your graveyard for value.
A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”
Format Legality
Price history
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Printings (2)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Final Fantasy Commander#193 | rare | · | · | · |
| Final Fantasy Commander#99 | rare | · | · | · |
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
As The Warring Triad enters the battlefield, the number of cards in your graveyard will determine whether any replacement effects that affect creatures entering the battlefield apply to The Warring Triad.
If The Warring Triad is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
Counters put on The Warring Triad remain on it while it's not a creature, even if they have no effect.
The Warring Triad's last ability isn't a mana ability. It uses the stack and can be responded to.
The Warring Triad's abilities function while it's on the battlefield, regardless of whether it's a creature.
The type-changing ability that can make The Warring Triad not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of how many cards are in your graveyard. It's always a creature spell while it's on the stack.
If The Warring Triad stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary artifact.
If an effect causes The Warring Triad to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
When The Warring Triad enters the battlefield, the number of cards in your graveyard will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.