ManyTCG LogoManyTCG Logo
HomeBlogCraft
ManyTCG LogoManyTCG Logo
Magic: The Gathering · Ice Age · Rare

Call to Arms

Enchantment

$0.73

Market price

0

Public decks

Call to Arms
$0.73
Buy @ TCGPlayerBuy @ Card Kingdom
ScryfallEDHREC

Rules Text

As this enchantment enters, choose a color and an opponent.White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice this enchantment.

Card Facts

Mana value
2
Colors
Color identity
EDHREC rank
#29,522
Reserved list
Yes
Rarity

Legality

Commander

Legal

Duel Commander

Legal

Legacy

Legal

Oathbreaker

Legal

Penny Dreadful

Legal

PreDH

Legal

Premodern

Legal

TLR

Legal

Vintage

Legal

Alchemy

Not legal

Brawl

Not legal

Competitive Brawl

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Modern

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Pioneer

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

Rulings

  1. Oct 1, 2009 · Wizards of the Coast

    Call to Arms affects all white creatures, not just white creatures you control.

  2. Oct 1, 2009 · Wizards of the Coast

    If Call to Arms changes controllers, it will continue to check the nontoken permanents controlled by the player chosen as it entered, even if that player isn't an opponent of its current controller.

  3. Oct 1, 2009 · Wizards of the Coast

    The game continually counts the number of nontoken permanents of each color the chosen player controls. Multicolored ones are counted for each of their colors; colorless ones are ignored. The moment the number of nontoken permanents of the chosen color that player controls is less than or equal to the number of permanents of one of the other colors that player controls, Call to Arms's second ability stops giving white creatures +1/+1 and its third ability triggers. Call to Arms will be sacrificed when the third ability resolves, even if those numbers have changed by then.

  4. Oct 1, 2009 · Wizards of the Coast

    Call to Arms's third ability is a "state trigger." Once a state trigger triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.

  5. Oct 4, 2004 · Wizards of the Coast

    You can't choose "colorless" as a color.

Printings

Every version

Each printing we have of this card; pick one to see its price and set.


2 printings
Masters Edition III
Masters Edition IIIME3
Ice Age
Ice AgeICE · $0.73
Community

Decks using this card


No public decks yet

Be the first to build around Call to Arms.

Your decks