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Armed with Proof

Armed with Proof

Enchantment

rare

When this enchantment enters, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .

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Semantic Tags

Cantripmechanical

A spell that replaces itself by drawing a card as part of its resolution.

Card Drawmechanical

Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.

Clue Mattersmechanical

Clue token and investigate synergies — card draw and artifact interactions.

Mana Sinkmechanical

A permanent with a repeatable activated ability that converts excess mana into value.

Permanentmechanical

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

Creates creature tokens, Treasure tokens, Food tokens, Clue tokens, or other token types.

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 (2)

SetRarityTCGplayerCard KingdomCardmarket
Murders at Karlov Manor Commander#9rare···
Murders at Karlov Manor Commander#320rare···

Related Concepts

Investigate

A keyword action that creates a Clue artifact token. See rule 701.16, “Investigate.”

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

2024-02-02

Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.

2024-02-02

Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.

2024-02-02

An Equipment without reconfigure that's also a creature can't be attached to anything. You can activate its equip ability, but it won't become attached. For example, if you control both Red Herring and Armed with Proof, Red Herring will be an Artifact Creature – Clue Equipment Fish with "Equipped creature gets +2/+0" and equip {2}, but activating its equip ability won't result in it becoming attached to the target creature.

2024-02-02

If you control more than one Armed with Proof, creatures equipped with Clue Equipment will get +2/+0 for each Armed with Proof you control. The equip cost is still {2}.

2024-02-02

Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.

2024-02-02

If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.

2024-02-02

Clues stop being Equipment if Armed with Proof leaves the battlefield. If any of them are attached to creatures at that time, they become unattached.

2024-02-02

You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.