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Armory Paladin (Foil)

Fallout · #337

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Overview

Legality, special rules, and flavor text

Rules

Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.

Rulings

If the card exiled with Armory Paladin’s last ability is an Aura or Equipment card, casting it will cause Armory Paladin’s last ability to trigger again. — Once Armory Paladin’s last ability resolves, it doesn’t matter what happens to Armory Paladin after that. You’ll still be able to play the exiled card until the end of your next turn. — You pay all costs and follow all normal timing rules for a card played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

Card details

Printing, type line, and catalog data

Identity & printing

Card ID
PIP-337--foil
Name
Armory Paladin (Foil)
Number
337
Rarity
Rare
Variant
Foil

Type line & Magic stats

Subtypes
Human, Knight
Mana cost
{1}{R}{W}
Mana value
3
Power / toughness
3 / 3
Keywords
Trample

Set, artist & references

Language
English
Set name
Fallout
Game name
Magic: The Gathering

Battle

Abilities, attacks, weakness & resistance

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