Helitrooper
Creature — Human SoldierPower and toughness1/2
Card text
Flying
Whenever this creature attacks, another target attacking creature gains flying until end of turn.
Equip abilities you activate that target this creature cost less to activate.
Showing Final Fantasy Commander#22
Price
0.22 $
10 printings · up to 0.36 $
Daily estimate from Scryfall, not a shop quote.
Helitrooper rulings
Helitrooper's last ability reduces only the amount of generic mana you pay for equip abilities that target Helitrooper. For example, it will reduce
to
, but it will have no effect on an equip cost of
.
Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability, and reconfigure costs are not reduced by Helitrooper's last ability. Equip variants or equip abilities with restrictions, like the "equip legendary creature" ability of Wrecking Ball Arm, are still equip abilities, and their costs will be reduced by Helitrooper's last ability. (Sure, Helitrooper isn't normally legendary, but there are ways to fix that.)
Helitrooper keyword rules
Flying Rule 702.9
Flying is an evasion ability.
A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule , “Declare Blockers Step,” and rule , “Reach.”)
Multiple instances of flying on the same creature are redundant.
Helitrooper format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRLegal
All printings of Helitrooper 10
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