Mystery Booster 2 (mb2) | ||
#569 ⸱ Rare ⸱ English |
![]() Variations— Parts— | Vuzzle Spaceship0 / 0 Spaceship 6 (This creature enters with six +1/+1 counters. If it would be dealt damage, remove that many +1/+1 counters instead. Its abilities are active as long as it has at least that many +1/+1 counters.) Thrusters [6] → Flying Lasers [3] → Whenever Vuzzle Spaceship attacks, it deals 1 damage to any target.
LegalitiesNot Legal Duel Brawl Penny Predh Future Legacy Modern Pauper Alchemy Pioneer Vintage Explorer Historic Standard Timeless Commander Gladiator Oldschool Premodern Oathbreaker Standardbrawl Paupercommander RulingsPlaytest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
Playtest cards use a modified version of game symbols, such as
If Vuzzle Spaceship is blocking a creature with flying, causing it to lose flying by removing counters from it won’t stop it from blocking. Similarly, once Vuzzle Spaceship’s “Lasers” ability is on the stack, removing counters from it to cause it to lose that ability won’t affect the ability on the stack.
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