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Eternal SkylordHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Midnight Hunt Commander· September 24, 2021
Carte Magic Eternal Skylord

Eternal Skylord 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.

01

Official card text

When this creature enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have flying.

Complete guide

Eternal Skylord is a powerhouse for Zombie-themed decks, providing both immediate board presence and a powerful evasive keyword for your token army. As a Zombie Wizard, it bridges the gap between spellcasting synergy and aggressive combat strategies.

Understanding Amass Zombies

When Eternal Skylord enters the battlefield, you perform the 'amass Zombies 2' action. If you do not control a creature with the Army subtype, you first create a 0/0 black Zombie Army creature token. Then, you place two +1/+1 counters on an Army you control and ensure it is a Zombie in addition to its other types. If you already control an Army, you simply add the counters to that existing creature.

Step-by-Step Resolution

First, the Eternal Skylord spell resolves and enters the battlefield, triggering its ability. Second, as the triggered ability resolves, the game checks if you control an Army creature. Third, if you have no Army, a 0/0 token is created; note that this token technically enters as a 0/0 before the counters are applied. Finally, two +1/+1 counters are placed on your chosen Army, and it gains the Zombie type if it didn't have it already.

Common Pitfalls

A frequent point of confusion is how the flying bonus works. Eternal Skylord grants flying to all Zombie tokens you control, not just the Army token it creates. However, it does not grant flying to itself because it is a nontoken creature. Additionally, if the Army token is destroyed in response to the amass trigger, you will still create a new 0/0 token to receive the counters if you have no other Armies left.

When to Play It

Eternal Skylord is best played when you already have a board state of ground-based Zombie tokens, such as those created by other spells, to suddenly bypass blockers. Because it provides a substantial 4/4 body across two creatures (the 2/2 Skylord and the 2/2 Army), it is also a great way to stabilize against aggressive decks while setting up an aerial clock.

Interaction examples

Doubling the Army

If you have Roaming Throne on the battlefield with 'Wizard' or 'Zombie' chosen, Eternal Skylord's enters-the-battlefield ability triggers twice. You will amass Zombies 2 twice, resulting in a single 4/4 Zombie Army token (if you started with none) or four +1/+1 counters distributed onto your existing Army.

Token vs. Nontoken Interaction

While Eternal Skylord is on the battlefield, the Zombie Army token it created will have flying. However, if you have a Solemn Simulacrum on the battlefield, it does not gain flying because it is not a token, nor is it a Zombie. Eternal Skylord itself also lacks flying because it is not a token creature.

Building the Army

If you already control a 1/1 Zombie Army token from a previous spell, playing Eternal Skylord does not create a second token. Instead, you follow the amass instructions to put two +1/+1 counters on the existing Zombie Army, making it a 3/3 creature that now has flying thanks to the Skylord's static ability.

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

How it works : Eternal Skylord

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.

    Card named in this ruling

  3. #3· Wizards of the Coast

    Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.

    Card named in this ruling

  4. #4· Wizards of the Coast

    In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.

    Card named in this ruling

  6. #6· Wizards of the Coast

    Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.

    Card named in this ruling

Related cards and tokens

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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