The Celestus
Legendary Artifact
Card text
If it's neither day nor night, it becomes day as The Celestus enters.
: Add one mana of any color.
,
: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
Showing Innistrad: Midnight Hunt#252
Price
0.89 $
Foil 0.73 $
21 printings · up to 1.52 $
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The Celestus rulings
If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
If you choose to draw a card with The Celestus but some effect replaces that card draw with something else, you will still have to discard a card.
Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
If a triggered ability triggers whenever day becomes night or night becomes day, it only triggers if it was already either day/night and becomes the other. It does not trigger when the game becomes day or night for the first time.
The Celestus format legality
Constructed
- StandardNot legal
- PioneerLegal
- 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
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of The Celestus 21
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