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Tenth Edition (10e)

#91★ ⸱ Rare ⸱ English
March of the Machines

Variations : 1

Parts

March of the Machines

Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)

 

 

 

Legalities

Legal
Duel
Penny
Predh
Legacy
Modern
Vintage
Commander
Oathbreaker
Not Legal
Brawl
Future
Pauper
Alchemy
Pioneer
Explorer
Historic
Standard
Timeless
Gladiator
Oldschool
Premodern
Standardbrawl
Paupercommander

Rulings

2004-12-01

If an Equipment becomes a creature, it can no longer equip a creature. If it's currently attached to a creature, it becomes unattached (but remains on the battlefield). You can activate the Equipment's equip ability, but it won't do anything.

 

2004-12-01

If a noncreature artifact is also another card type, such as enchantment or land, it will retain those types in addition to being an artifact creature.

 

2004-12-01

Each artifact land has a mana value of 0. March of the Machines makes them 0/0 creatures, which are put into the graveyard as a state-based action.

 

2007-07-15

If a noncreature artifact becomes an artifact creature this way and then another effect animates it, the new effect overrides March of the Machines's effect. For example, Chimeric Staff is a 4/4 creature while March of the Machines is on the battlefield. If you activate Chimeric Staff's ability and choose X = 5, Chimeric Staff will be a 5/5 artifact creature for the rest of the turn.

 

2009-10-01

A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of their most recent turn.

 

Market Pricing

 NormalFoil
Low$0.23
Median$0.77
High$5.99
Market$0.86
Direct Low
Buy at TCGPlayer

Other Printings

 NormalFoil
The List$0.40
Archenemy$0.43
Mirrodin$0.53

Pricing data provided by TCGPlayer