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Conqueror's FlailHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Double Masters 2022· July 8, 2022
Carte Magic Conqueror's Flail

Conqueror's Flail 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 +1/+1 for each color among permanents you control. As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. Equip {2}

Complete guide

Conqueror's Flail is a versatile piece of Equipment that rewards you for playing multiple colors while providing a powerful shield for your turn. By turning your permanents into power and your turn into a safe zone, it ensures your strategies go off without interference. This artifact is a staple for multi-colored decks that need to protect their combos and combat phases.

What It Does

Conqueror's Flail provides two distinct benefits. First, it grants the equipped creature +1/+1 for each color among permanents you control, meaning it can provide up to a +5/+5 bonus if you control at least one permanent of each of the five colors (white, blue, black, red, and green). Second, as long as it is attached to any creature, your opponents are completely barred from casting spells during your turn, effectively turning off their ability to use counterspells or combat tricks.

How It Resolves Step by Step

When you pay the Equip cost, the Flail becomes attached to a creature you control. Once attached, its static ability immediately takes effect: the creature gains the stat bonus based on your current board state, and the 'silence' effect begins. If you decide to move the Flail to another creature by activating the Equip ability again, the protection stays active throughout the entire process. There is no window of time during the resolution of the Equip ability where the Flail is considered 'unattached,' meaning your opponents cannot squeeze in a spell while the Flail is moving from one creature to another.

Common Mistakes

A common misconception is that the stat bonus includes colorless or 'gold' as colors. Remember that only the five standard colors count; artifacts like Sol Ring are colorless and do not contribute to the +1/+1 bonus. Additionally, the bonus is dynamic. If a permanent you control leaves the battlefield or changes color, the equipped creature's stats update immediately. If this causes its toughness to drop to 0 or results in lethal damage being marked on it, the creature will be destroyed as a state-based action.

When to Play It

Play Conqueror's Flail early to build a board presence or late to ensure a game-winning spell resolves. Because it stops opponents from casting spells on your turn, it is best used when you are ready to commit to a complex combo or an all-out attack where an opponent's Instant-speed removal would normally ruin your plans.

Interaction examples

Managing Colorless Permanents

If you control Conqueror's Flail attached to a creature and your only other permanent is a Sol Ring, the creature receives +0/+0 from the Flail. This is because both the Flail and Sol Ring are colorless artifacts, and 'colorless' is not one of the five colors of Magic.

Boosting Power with Arcane Signet

Suppose you control a white creature equipped with Conqueror's Flail and an Arcane Signet. If the Arcane Signet is your only other permanent, the creature gets +1/+1 because of its own white color. Even though Arcane Signet can produce mana of various colors, the Signet itself is a colorless artifact and does not add to the Flail's bonus.

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

How it works : Conqueror's Flail

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The five colors are white, blue, black, red, and green. Conqueror's Flail can't give a creature more than +5/+5. (Gold, artifact, and colorless aren't colors.)

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If Conquerer's Flail is attached to a creature you control and you activate its equip ability targeting another creature you control, there's no time in between activating that ability and the resolution of that ability during which it's not attached to a creature. Assuming it's your turn, your opponents won't be able to cast spells.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The first ability of Conqueror's Flail constantly updates as the number of colors among permanents you control changes. If the number of colors decreases and the damage that was marked on the equipped creature earlier in the turn is now lethal damage, that creature is destroyed. Similarly, if its toughness becomes 0, that creature is put into its owner's graveyard.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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