Estrid, the Masked 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.
Official card text
+2: Untap each enchanted permanent you control. −1: Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor. −7: Mill seven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards. Estrid, the Masked can be your commander.
How it works : Estrid, the Masked
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
No other card is named in this ruling.
- #2· Wizards of the Coast
Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
No other card is named in this ruling.
- #5· Wizards of the Coast
If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
No other card is named in this ruling.
- #6· Wizards of the Coast
Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
No other card is named in this ruling.
- #7· Wizards of the Coast
If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
No other card is named in this ruling.
- #8· Wizards of the Coast
Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
No other card is named in this ruling.
- #9· Wizards of the Coast
If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
No other card is named in this ruling.
- #10· Wizards of the Coast
Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
No other card is named in this ruling.
- #11· Wizards of the Coast
If an Aura with umbra armor is itself enchanted by another Aura with umbra armor, destroying either the first Aura or the permanent it enchants will result in only the second Aura being destroyed instead.
No other card is named in this ruling.
- #12· Wizards of the Coast
Estrid's second ability might target a permanent that can't have the Aura token attached to it. In this case, the token isn't created at all.
No other card is named in this ruling.
- #13· Wizards of the Coast
Estrid's second ability can't target Estrid, but the Mask token may legally enchant Estrid if you find a way to move it onto her.
Card named in this ruling
- #14· Wizards of the Coast
All of the non-Aura enchantments put onto the battlefield with Estrid's third ability enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
No other card is named in this ruling.
- #15· Wizards of the Coast
Aura cards returned with Estrid's third ability may enchant non-Aura enchantments put onto the battlefield with that ability.
No other card is named in this ruling.
- #16· Wizards of the Coast
You choose what each returning Aura will enchant just before that Aura enters the battlefield. The chosen recipient must be able to legally be enchanted by the Aura. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way.
No other card is named in this ruling.
- #17· Wizards of the Coast
If an Aura card can't enchant anything, it remains in your graveyard.
No other card is named in this ruling.
- #18· Wizards of the Coast
An enchanted permanent is one with an Aura attached to it. Enchantment permanents you control that don't have Auras attached to them aren't enchanted.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Estrid, the Masked + The Chain Veil
- 1Activate Estrid's second loyalty ability by removing one loyalty counter, creating a Mask Aura token and attaching it to The Chain Veil.
- 2Activate The Chain Veil by paying
and tapping it, allowing each Planeswalker to activate their loyalty abilities an extra time this turn.
- 3Activate Estrid's first loyalty ability, untapping each enchanted permanent you control.
- 4Repeat from step 2.
Estrid, the Masked + Sanctum of Eternity
- 1Activate Estrid's second loyalty ability by removing one loyalty counter, creating a Mask Aura token and attaching it to Sanctum of Eternity.
- 2Activate Sanctum of Eternity by paying
and tapping it, returning Estrid to your hand.
- 3Activate all other enchanted permanents that can produce at least
.
- 4Cast Estrid by paying
.
- 5Activate Estrid's first loyalty ability by putting two loyalty counters on it, untapping all enchanted permanents you control.
Estrid, the Masked + The Peregrine Dynamo
- 1Activate Estrid's first loyalty ability by putting two loyalty counters on it.
- 2Holding priority, activate all mana-producing enchanted permanents you control by tapping them, adding at least
.
- 3Activate The Peregrine Dynamo by paying
and tapping it, copying Estrid's ability.
- 4Resolve the copy of Estrid's ability, untapping all enchanted permanents you control.
- 5Repeat from step 2.
Related cards and tokens
Legal formats
Commentaires
- Sois le premier à commenter cette carte.








