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Magic: The Gathering · Modern Horizons 3 Commander · Rare

Razorfield Ripper

Artifact Creature — Equipment Rhino

$0.25

Market price

3

Public decks

Razorfield Ripper
$0.25
Buy @ TCGPlayerBuy @ Card Kingdom
ScryfallEDHREC

Rules Text

Whenever this creature or equipped creature attacks, you get (an energy counter), then it gets +X/+X until end of turn, where X is the amount of you have.Reconfigure—Pay or . (Pay or : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Card Facts

Mana value
3
Power / Toughness
3 / 3
Colors
Color identity
EDHREC rank
#7,728
Keywords
Reconfigure
Rarity
Related cards
Energy ReserveHelperEnergy Reserve

Legality

Commander

Legal

Duel Commander

Legal

Legacy

Legal

Oathbreaker

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

Penny Dreadful

Not legal

Pioneer

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

Rulings

  1. Jun 7, 2024 · Wizards of the Coast

    The value of X is calculated only once, as Razorfield Ripper's triggered ability resolves.

  2. Jun 7, 2024 · Wizards of the Coast

    Reconfigure represents two activated abilities. Reconfigure [cost] means "[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery," and "[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery."

  3. Jun 7, 2024 · Wizards of the Coast

    Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.

  4. Jun 7, 2024 · Wizards of the Coast

    An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Razorfield Ripper, then use reconfigure to unattach Razorfield Ripper after combat, Razorfield Ripper will be untapped and could be used to block during your opponent's turn.

  5. Jun 7, 2024 · Wizards of the Coast

    Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.

  6. Jun 7, 2024 · Wizards of the Coast

    If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.

  7. Jun 7, 2024 · Wizards of the Coast

    As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.

  8. Jun 7, 2024 · Wizards of the Coast

    An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.

  9. Jun 7, 2024 · Wizards of the Coast

    Although it causes an Equipment to become attached to a creature, reconfigure is not an "equip ability" for the purpose of cards like Fighter Class and Leonin Shikari.

  10. Jun 7, 2024 · Wizards of the Coast

    An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.

  11. Jun 7, 2024 · Wizards of the Coast

    If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.

  12. Jun 7, 2024 · Wizards of the Coast

    {E} is the energy symbol. It represents one energy counter.

  13. Jun 7, 2024 · Wizards of the Coast

    Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

  14. Jun 7, 2024 · Wizards of the Coast

    Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

  15. Jun 7, 2024 · Wizards of the Coast

    If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

  16. Jun 7, 2024 · Wizards of the Coast

    Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

  17. Jun 7, 2024 · Wizards of the Coast

    Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

  18. Jun 7, 2024 · Wizards of the Coast

    Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

  19. Jun 7, 2024 · Wizards of the Coast

    If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

  20. Jun 7, 2024 · Wizards of the Coast

    Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

Printings

Every version

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


2 printings
Modern Horizons 3 Commander
Modern Horizons 3 CommanderM3C · $0.31
Modern Horizons 3 Commander
Modern Horizons 3 CommanderM3C · $0.25
Community

Decks using this card

3 public decks run Razorfield Ripper.


LCNConstructed

Commander Cube

BA
BazMiltonFelix9 hours ago
600
MTGCommanderB2

Creative Energy Precon, Satya

Sambok
Sambok9 months ago
100