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Conqueror's Flail

{2}

Artifact — Equipment

Equipped creature gets +1/+1 for each color among permanents you control. As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. Equip {2}
Plays as:
Color MattersIs EquipmentPower Booster
CommanderLegalModernNot legalStandardNot legal
Format legality

Constructed

StandardNot legal
PioneerNot legal
ModernNot legal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyNot legal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlNot legal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardNot legal

EDHREC #1,331Played in 1% of all cEDH decks

Printings
6
Price range
$0.54to$13.45

Versions

6 printings · from $0.54

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Rulings

3 · latest Nov 8, 2016
  • WotCNov 8, 2016

    If Conquerer's Flail is attached to a creature you control and you activate its equip ability targeting another creature you control, there's no time in between activating that ability and the resolution of that ability during which it's not attached to a creature. Assuming it's your turn, your opponents won't be able to cast spells.

  • WotCNov 8, 2016

    The first ability of Conqueror's Flail constantly updates as the number of colors among permanents you control changes. If the number of colors decreases and the damage that was marked on the equipped creature earlier in the turn is now lethal damage, that creature is destroyed. Similarly, if its toughness becomes 0, that creature is put into its owner's graveyard.

  • WotCNov 8, 2016

    The five colors are white, blue, black, red, and green. Conqueror's Flail can't give a creature more than +5/+5. (Gold, artifact, and colorless aren't colors.)