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Rules guide · Legendary Artifact

Andúril, Flame of the WestHow it works & interactions with other cards

By the ManaCount desk· 2 min read· The Lord of the Rings: Tales of Middle-earth· June 23, 2023
Carte Magic Andúril, Flame of the West

Andúril, Flame of the West is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip {2}

Complete guide

Andúril, Flame of the West is a legendary Equipment that carries the weight of history and immense power. It transforms any creature into a significant threat while calling forth an army of Spirits to aid you in battle.

What It Does

Andúril, Flame of the West grants the equipped creature a significant +3/+1 power and toughness boost. Its primary strength lies in its attack trigger: every time the equipped creature swings, you create two 1/1 white Spirit tokens with flying. If the creature wielding the blade is legendary, those Spirits enter the battlefield already attacking, skipping the usual blockers-declaration window for them.

How It Resolves Step by Step

First, you must pay the Equip cost of {2} to attach Andúril to a creature you control. When that creature is declared as an attacker, the ability triggers and goes on the stack. If the creature is non-legendary, you simply create two tapped 1/1 Spirit tokens. If the creature is legendary, you create two 1/1 Spirit tokens that are both tapped and attacking. You choose which player, planeswalker, or battle each Spirit is attacking as they enter; they do not have to attack the same target as the equipped creature.

Common Mistakes

A common point of confusion involves 'attacking' triggers. Because the Spirit tokens created by a legendary creature enter the battlefield already 'attacking,' they do not trigger any abilities that trigger 'whenever a creature attacks.' Additionally, if an opponent somehow gains control of the equipped creature but you still control Andúril, you—the Equipment's controller—will be the one who gets the tokens, though they will not be attacking.

When to Play It

This card is most effective in decks led by legendary heroes or those utilizing flying synergies. Since it costs {3} to cast and {2} to equip, having mana rocks like Arcane Signet helps get it onto the battlefield early. It pairs perfectly with haste enablers to ensure you get value the very turn you play it.

Interaction examples

Speeding Up the Flame

With both artifacts on the field, you can equip a creature with Swiftfoot Boots to give it haste, then equip Andúril, Flame of the West. This allows you to attack immediately, triggering Andúril to create Spirit tokens on the same turn the creature was played.

Building Your Board

You use Arcane Signet to accelerate your mana production, casting Andúril, Flame of the West on turn two or three. By equipping it to a legendary creature, you generate two tapped and attacking Spirit tokens every turn, quickly overwhelming your opponent's defenses with flying creatures.

The Power of the Spirit

When a non-legendary creature equipped with Andúril attacks, you create two Spirit tokens. These tokens enter the battlefield tapped, meaning they cannot block during your opponent's next turn, but they provide a persistent flying threat for your next combat phase.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Andúril, Flame of the West

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If Andúril is equipped to a creature an opponent controls, Andúril's controller will create two tapped Spirit tokens each time that creature attacks. Even if that creature is legendary, the Spirits would not enter the battlefield attacking.

    Card named in this ruling

  2. #2· Wizards of the Coast

    If the equipped creature is legendary, Andúril's controller chooses which player, planeswalker, or battle the Spirit tokens are attacking. Each Spirit token can enter attacking a different player, planeswalker, or battle, and they don't need to be the same player, planeswalker, or battle that the equipped creature is attacking.

    Card named in this ruling

Related cards and tokens

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Legal formats

historictimelessgladiatormodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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