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NettlecystHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Murders at Karlov Manor Commander· February 9, 2024
Carte Magic Nettlecyst

Nettlecyst 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

Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 for each artifact and/or enchantment you control. Equip {2}

Complete guide

Nettlecyst is a powerhouse in artifact and enchantment-focused decks, scaling its power rapidly as your board grows. Thanks to its living weapon keyword, it arrives with its own pilot, ensuring you have an immediate threat on the battlefield.

What It Does

Nettlecyst is an Equipment that grants the equipped creature +1/+1 for every artifact and enchantment you control. It features the living weapon ability, which creates a 0/0 black Phyrexian Germ token upon entry and automatically attaches itself to that token. This prevents the 0/0 token from dying to state-based actions, as Nettlecyst itself counts as an artifact, providing at least a +1/+1 buff immediately.

Step-by-Step Resolution

When Nettlecyst enters the battlefield, its living weapon ability triggers and goes on the stack. When the trigger resolves, you create a 0/0 black Phyrexian Germ token. Immediately after the token is created, Nettlecyst is attached to it. While the token technically enters as a 0/0, the attachment happens before state-based actions check for creature death. Finally, the creature's power and toughness are calculated based on the total number of artifacts and enchantments you currently control.

Common Mistakes

A common mistake is double-counting permanents that are both artifacts and enchantments, such as artifact lands or enchantment creatures; these only count once toward the bonus. Additionally, players often forget that if you move Nettlecyst to another creature using its Equip cost, the original Phyrexian Germ token will die immediately unless another effect is boosting its toughness, as it will return to being a 0/0.

When to Play It

Nettlecyst is best played when you have a high density of non-creature permanents like mana rocks or utility enchantments. Since it counts itself, it is never a dead draw. It is particularly effective in the mid-to-late game where it can provide a massive stat boost for a relatively low mana investment.

Interaction examples

The Baseline Entry

You cast Nettlecyst while you control no other artifacts or enchantments. As it enters, it creates a Phyrexian Germ. Because Nettlecyst is an artifact you control, it gives the Germ +1/+1. The result is a 1/1 Phyrexian Germ creature.

Scaling with Utility

With Arcane Signet and Swiftfoot Boots on the battlefield, you cast Nettlecyst. When the Germ token is created, Nettlecyst checks your board: it sees itself, the Signet, and the Boots. Since all three are artifacts, the Germ becomes a 3/3 creature.

Re-Equipping for Haste

You have a Phyrexian Germ equipped with Nettlecyst. You also control Swiftfoot Boots. You pay {1} to attach Swiftfoot Boots to the Germ. The Germ now has +1/+1 from Nettlecyst (assuming no other artifacts) and has Haste and Hexproof from the Boots, allowing it to attack immediately.

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

How it works : Nettlecyst

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The living weapon ability has been updated so that the triggered ability creates Phyrexian Germ tokens rather than Germ tokens. This update applies to all cards with living weapon.

    Card named in this ruling

  2. #2· Wizards of the Coast

    If a permanent you control is both an artifact and an enchantment, count it only once when determining the bonus from an equipped Nettlecyst.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The Phyrexian Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.

    Card named in this ruling

  4. #4· Wizards of the Coast

    Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Phyrexian Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.

    Card named in this ruling

  5. #5· Wizards of the Coast

    If the Phyrexian Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.

    Card named in this ruling

  6. #6· Wizards of the Coast

    If the living weapon trigger causes two Phyrexian Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.

    Card named in this ruling

02

Interactions with other cards

These cards' text mentions Nettlecyst.

Related cards and tokens

03

Legal formats

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