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Balmor, Battlemage Captain

Balmor, Battlemage Captain

Legendary Creature — Bird Wizard

uncommon

Flying Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.

1/3

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Semantic Tags

Anthemmechanical

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

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.”

Cares about casting noncreature spells — magecraft, prowess-adjacent strategies.

Permanentmechanical

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

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Spellslingermechanical

Rewards casting instants and sorceries. Includes magecraft, prowess triggers, and spell-count payoffs.

Rewards casting instants and sorceries. Includes magecraft, prowess triggers, and spell-count payoffs.

Tribalmechanical

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

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardlegal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemylegal

Price history

Pre-release printing — price history will appear once it's on the market.

Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
The List#DMU-196uncommon···
Foundations#237uncommon···
Dominaria United#196uncommon···
Dominaria United#295uncommon···
Dominaria United#336uncommon···

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

2024-11-08

Balmor's last ability affects only creatures you control at the time it resolves, including Balmor itself. Creatures you begin to control later in the turn or noncreature permanents that become creatures later won't get the bonus.

2024-11-08

Balmor's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.