← Back to browsing
Rune of Might

Rune of Might {1}{G}

Enchantment — Aura Rune

Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."

Prints (11)

Set#RarityFinishesUSDFoil USD
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil $0.29 $0.30
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —
Kaldheim (KHM) 191 uncommon nonfoil, foil — —

Rulings

  • 2021-02-05 If the target of an Aura spell is an illegal target as that spell tries to resolve, it won't resolve, it won't enter the battlefield, and none of its enters-the-battlefield triggered abilities will trigger.
  • 2021-02-05 Runes can target and be attached to any permanent, even one that isn't currently a creature or an Equipment. You can cast a Rune choosing a Vehicle as the target, for example. The Rune's enters-the-battlefield ability will trigger, and you'll draw a card. The Rune won't do anything while the Vehicle isn't a creature, but if it becomes one later, the appropriate ability will start applying.