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Enchantment · ICE #10 · rare
Call to Arms
$0.71

versions · 2 printings
format pulse
- standard not legal
- pioneer not legal
- modern not legal
- legacy legal
- vintage legal
- commander legal
- pauper not legal
EDHREC #28975
price · last 90 days
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runs well with
all versions
every printing — same card, different shelf price · click one to view it
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.
rulings
- 2004-10-04You can't choose "colorless" as a color.
- 2009-10-01If 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.
- 2009-10-01Call 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.
- 2009-10-01The 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.
- 2009-10-01Call to Arms affects all white creatures, not just white creatures you control.