Merfolk Trickster
Creature — Merfolk WizardPower and toughness2/2
Card text
Flash
When this creature enters, tap target creature an opponent controls. It loses all abilities until end of turn.
Saved from destruction by one planeswalker's sacrifice, the Eliterate colony forswore the taking of life.
Showing Dominaria#56
Price
0.39 $
Foil 3.88 $
12 printings
Daily estimate from Scryfall, not a shop quote.
Merfolk Trickster rulings
Once you announce that you’re casting a spell or activating an ability, no player may take other actions until the spell or ability has been paid for. Notably, players can’t try to remove a permanent’s activated abilities to stop them from happening. Once activated, the ability on the stack will resolve even if the creature loses the ability.
If the target creature has an ability that triggers when it becomes tapped, that ability triggers before it loses all abilities.
If the target creature has power and toughness written as */* with an ability that defines its power and toughness, it’s 0/0 when it loses all abilities. If its power and toughness are written as */*+1, it’s 0/1, and so on.
Merfolk Trickster keyword rules
Flash Rule 702.8
Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
Multiple instances of flash on the same object are redundant.
Merfolk Trickster format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- 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
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Merfolk Trickster 12
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