Runic Armasaur 1GreenGreen

Creature - Dinosaur
The Sun Empire's most sacred sites are protected by more than prayers.
Runic Armasaur
Power/Toughness:
2/5
Artist:
Randy Vargas
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Text:


Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.

Rulings:

  • 7/13/2018 Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
  • 7/13/2018 Runic Armasaur’s ability doesn’t trigger when an opponent activates an ability of a card in hand (such as a cycling ability from the Amonkhet block) or a card in a graveyard (such as that of Bone Dragon), even if that causes a card to be put onto the battlefield.
  • 7/13/2018 Runic Armasaur’s ability doesn’t trigger when an opponent activates an ability of a noncreature, nonland permanent that causes it to become a creature (such as a crew ability of a Vehicle).
  • 7/13/2018 Runic Armasaur’s ability resolves before the ability that caused it to trigger. Players can cast spells and activate abilities after the triggered ability resolves but before the activated ability that caused it to trigger does.
(Rulings updated 3 years ago)

Legality:

  • standard: Not legal
  • future: Not legal
  • frontier: Legal
  • modern: Legal
  • legacy: Legal
  • pauper: Not legal
  • vintage: Legal
  • penny: Legal
  • commander: Legal
  • 1v1: Legal
  • duel: Legal
  • brawl: Legal
  • oldschool: Not legal
  • historic: Legal
  • pioneer: Legal
  • gladiator: Legal
  • premodern: Not legal
  • historicbrawl: Legal
  • paupercommander: Not legal
  • alchemy: Not legal
  • explorer: Legal
  • predh: Not legal
  • oathbreaker: Legal
  • timeless: Legal
  • standardbrawl: Not legal

Other languages:

  • en Runic Armasaur

Useful links:

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