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Rules guide · Legendary Artifact

Mithril CoatHow 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 Mithril Coat

Mithril Coat 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

Flash Indestructible When Mithril Coat enters, attach it to target legendary creature you control. Equipped creature has indestructible. Equip {3}

Complete guide

Mithril Coat is a legendary equipment that offers immediate protection to your most valuable assets. With its ability to jump into play at instant speed, it provides a layer of indestructible security that can turn the tide of a game. Whether you are shielding a commander or a legendary threat, this coat ensures your legends stay on the battlefield.

Instant Protection with Flash

Mithril Coat features Flash, allowing you to cast it anytime you could cast an instant. Unlike most equipment that requires you to wait for your main phase, Mithril Coat can be played during an opponent's turn or even in response to a removal spell. When it enters the battlefield, a triggered ability allows you to attach it to a legendary creature you control immediately without paying its equip cost. Note that Mithril Coat itself is indestructible, meaning it stays on the board even if a spell tries to destroy all artifacts.

Resolution and Timing

When you cast Mithril Coat, it first enters the battlefield as a permanent. Once it is on the field, its triggered ability goes on the stack, targeting one legendary creature you control. If that creature is still a legal target when the ability resolves, the Coat becomes attached. If the target becomes illegal—for instance, if the creature is returned to its owner's hand—the Mithril Coat remains on the battlefield unattached. You can still use its standard Equip {3} ability later during your main phase to move it to another creature.

Common Pitfalls to Avoid

A common mistake is assuming Mithril Coat enters the battlefield already attached. Because it is a triggered ability, there is a window where opponents can respond after the Coat has entered but before it is attached. Additionally, while the initial attachment is free and fast, moving it later via the 'Equip {3}' ability follows normal sorcery-speed rules. Also, remember that while the creature gains indestructible, it can still be exiled, sacrificed, or reduced to zero toughness by effects like -1/-1 counters.

When to Play Mithril Coat

The best time to cast Mithril Coat is in response to a 'destroy' effect, such as a board wipe or targeted lethal damage. Since the Coat itself is indestructible, it is highly resistant to collateral damage. If you have open mana, you can keep your opponents guessing, forcing them to waste resources on a legendary creature that you can save at a moment's notice.

Interaction examples

Survival Against Direct Damage

An opponent casts a spell to deal 5 damage to your legendary creature. In response, you cast Mithril Coat using Flash. The Coat enters, its trigger targets your creature, and it becomes attached. Your creature now has indestructible, so when the damage spell resolves, the creature survives the lethal damage.

Layering Equipment Defenses

If your legendary creature is already wearing Swiftfoot Boots, it has hexproof and cannot be targeted by your opponents. You can cast Mithril Coat and attach it via its triggered ability (since you control the ability, hexproof does not stop it). Now your legend is both hexproof and indestructible, making it extremely difficult to remove.

Developing Your Mana Base

Early in the game, you may use Arcane Signet to accelerate your mana. Having that extra mana available allows you to keep three mana open for Mithril Coat even after casting other spells, ensuring you have the resources to protect your commander the moment it hits the board.

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

How it works : Mithril Coat

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and the timing restrictions for equip abilities don't apply.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Mithril Coat doesn't enter the battlefield attached to a creature. Instead, the Equipment enters the battlefield and then a triggered ability attaches it to a creature. You may cast Mithril Coat even if you don't control any creatures.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Emry, Lurker of the Loch
+Nevinyrral's Disk
+Mithril Coat
#1

Emry, Lurker of the Loch + Nevinyrral's Disk + Mithril Coat

Destroy all creatures, artifacts, and enchantments on each of your turns
  1. 1Activate Nevinyrral's Disk by paying {1} and tapping it, destroying all artifacts, creatures and enchantments.
  2. 2Activate Emry by tapping it, targeting Nevinyrral's Disk.
  3. 3Cast Nevinyrral's Disk from your graveyard by paying {4}.
  4. 4Repeat during each of your turns.
Muldrotha, the Gravetide
+Nevinyrral's Disk
+Mithril Coat
#2

Muldrotha, the Gravetide + Nevinyrral's Disk + Mithril Coat

Destroy all creatures, artifacts, and enchantments on each of your turns
  1. 1Activate Nevinyrral's Disk by paying {1} and tapping it, destroying all artifacts, creatures and enchantments.
  2. 2Cast Nevinyrral's Disk from your graveyard by paying {4}.
  3. 3Repeat during each of your turns.
03

Legal formats

historictimelessgladiatormodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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