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Genetic Recombinator

Genetic Recombinator

Artifact — Contraption

uncommon

Whenever you crank this Contraption, up to two target creatures each get +2/+2 until end of turn.

$0.13 ✦ $1.10View on Scryfall →

Semantic Tags

Permanentmechanical

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

Pumpmechanical

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

Pumpvector

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

Format Legality

commandernot legal
oathbreakernot legal
modernnot legal
pioneernot legal
standardnot legal
legacynot legal
vintagenot legal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (1)

SetRarityTCGplayerCard KingdomCardmarket
Unstable#182uncommon···

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

2018-01-19

Contraptions aren't put into your main deck. They go into a separate deck called the Contraption deck.

2018-01-19

In Constructed formats, a Contraption deck must have at least fifteen different Contraption cards and no more than one of each.

2018-01-19

If you crank multiple Contraptions, their abilities can be put onto the stack in any order. The ability put onto the stack will resolve first.

2018-01-19

Any Contraption that's on the battlefield and wasn't assembled immediately heads to the scrapyard. However, if it's a not an actual Contraption card (like Copy Artifact isn't), it goes to your graveyard as normal. Non-Contraption cards can't be in the scrapyard.

2018-01-19

If a Contraption would leave the battlefield and go to any zone other than exile, it instead goes to the scrapyard, the Contraption deck's version of the graveyard. Things that affect the graveyard do not affect the scrapyard. You can exile Contraptions just fine.

2018-01-19

In silver-bordered games using Contraptions, you have three sprockets, illustrated on the back of Contraption cards. At the start of the game, put a CRANK! counter on sprocket 3.

2018-01-19

If you or a permanent you control assembles a Contraption and your Contraption deck is empty, nothing happens. You don't lose the game.

2018-01-19

Contraptions are artifacts. Anything that interacts with artifacts will interact with Contraptions.

2018-01-19

In Limited formats, a Contraption deck may include any number of Contraption cards in your card pool. You don't have to include every Contraption card you draft or open in sealed deck. In those formats, your Contraption deck may include duplicates.

2018-01-19

While Contraptions you control are on the battlefield, the Contraption deck is not, even if you are using it to signify the three sprockets.

2018-01-19

If you or a permanent you control are instructed to assemble a Contraption, reveal the top card of your Contraption deck. Put it onto the battlefield on one of the three sprockets.

2018-01-19

At the beginning of your upkeep, if you control any Contraptions, move the CRANK! counter to the next sprocket. You may then crank any number of Contraptions on that sprocket, causing their abilities to trigger. Cranking a Contraption is always optional.