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TYPE
Creature — Chimera

ABILITY
Majestic Myriarch's power and toughness are each equal to twice the number of creatures you control. At the beginning of each combat, Majestic Myriarch gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

POWER/TOUGHNESS
*/*

ILLUSTRATOR
Randy Vargas

LEGALITIES
Standard Future Historic Timeless Gladiator Pioneer Explorer Modern Legacy Pauper Vintage Penny Commander Oathbreaker Standardbrawl Brawl Alchemy Paupercommander Duel Oldschool Premodern Predh

LANGUAGES
EN FR DE IT JP KR PT RU ES ZH-CN ZH-TW

RULINGS
  • 2017-07-14 Multiple instances of any of the abilities Majestic Myriarch can gain are redundant.
  • 2017-07-14 If a creature gains one of the listed abilities before Majestic Mryiarch's triggered ability resolves, perhaps due to another ability that triggered at the beginning of combat, Majestic Myriarch will gain that ability.
  • 2017-07-14 Which abilities Majestic Myriarch gains is determined as the ability resolves. They won't change even if every other creature that has the abilities leaves the battlefield or if creatures enter the battlefield or gain abilities.
  • 2017-07-14 Majestic Myriarch's first ability applies in all zones. While it's on the battlefield, it counts itself, so it'll be at least 2/2.
  • 2017-07-14 Majestic Myriarch's second ability triggers at the beginning of each combat, not just combat on your turn, whether or not any creatures you control have any of the listed abilities.
  • 2020-01-24 If one of those creatures has one or more variants of the listed keywords (for example, hexproof from white), this creature gains those specific variants.
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