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Strength-Testing Hammer

one generic manaArtifact — Equipment

Card text

Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.

Equip three generic mana

"I don't know you, but that hammer rings a bell."

Showing Unfinity#479

Price

13.75 $ foil

2 printings · up to 1.36 $

Daily estimate from Scryfall, not a shop quote.

Strength-Testing Hammer rulings

  • Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.

  • If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.

  • Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.

  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.

  • If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.

  • Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.

Strength-Testing Hammer 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.”

Strength-Testing Hammer 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 Strength-Testing Hammer 2

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Card data

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