Inquisitor's Flail
Artifact — Equipment
Card text
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip
Showing Innistrad#227
Price
0.93 $
Foil 8.84 $
11 printings
Daily estimate from Scryfall, not a shop quote.
Inquisitor's Flail rulings
If a creature is equipped with a second Inquisitor’s Flail, combat damage dealt by and dealt to that creature will be multiplied by four. A third Inquisitor’s Flail would multiply the combat damage by eight, and so on.
If you divide the combat damage dealt by the equipped creature, perhaps because the creature has trample or is dealing combat damage to multiple creatures, you’ll divide the original amount and then double the results. For example, if a 5/5 creature with trample is blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then doubled to 4 and 6 damage, respectively. You can’t double the damage to 10 first and then assign 2 to the creature and 8 to the player.
Inquisitor's Flail keyword rules
Equip Rule 702.6
Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”
For more information about Equipment, see rule , “Artifacts.”
Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.
If a permanent has multiple equip abilities, any of its equip abilities may be activated.
“Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”
Double Rule 701.9
Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule .
To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.
To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.
To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.
Inquisitor's Flail format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
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 Inquisitor's Flail 11
Cards similar to Inquisitor's Flail
Sword of HoursArtifact — Equipment
Sigil of ValorArtifact — Equipment
Bladed PinionsArtifact — Equipment
Adaptive OmnitoolArtifact — Equipment
Swiftfoot BootsArtifact — Equipment
Manriki-GusariArtifact — Equipment
Ring of Evos IsleArtifact — Equipment
Siren Song LyreArtifact — Equipment
Ring of KaloniaArtifact — Equipment
Sword of the AnimistLegendary Artifact — Equipment
Show 20 more similar cards
Gavel of the RighteousArtifact — Equipment
Sword of the MeekArtifact — Equipment
Stormrider RigArtifact — Equipment
Goldvein PickArtifact — Equipment
Conformer ShurikenLegendary Artifact — Equipment
Hidden BladeArtifact — Equipment
Sting, the Glinting DaggerLegendary Artifact — Equipment
Thornbite StaffKindred Artifact — Shaman Equipment
Mask of AvacynArtifact — Equipment
Hero's BladeArtifact — Equipment
MortarpodArtifact — Equipment
Blackblade ReforgedLegendary Artifact — Equipment
Ogre's CleaverArtifact — Equipment
Resurrection OrbArtifact — Equipment
True-Faith CenserArtifact — Equipment
Cloak of the BatArtifact — Equipment
Vulshok MorningstarArtifact — Equipment
Shield of the RealmArtifact — Equipment
Gorgon FlailArtifact — Equipment
Lightning GreavesArtifact — Equipment