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Rules guide · Legendary Creature

The Immortal WeaponsHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Marvel Super Heroes Commander· June 26, 2026
Carte Magic The Immortal Weapons

The Immortal Weapons 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 The Immortal Weapons enter, return target instant or sorcery card from your graveyard to your hand. Whenever you cast a noncreature spell, target creature gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)

Complete guide

The Immortal Weapons is a powerful legendary creature that bridges the gap between spellcasting and combat prowess. By recovering resources from your graveyard and buffing your attackers, this Human Warrior Hero serves as a potent finisher for aggressive red decks.

Mastery of Spells and Steel

The Immortal Weapons features two distinct abilities. First, its enters-the-battlefield ability provides immediate card advantage by returning an instant or sorcery from your graveyard to your hand. Second, it possesses a repeatable triggered ability that rewards you for casting noncreature spells by granting a target creature +2/+0 and menace until the end of the turn.

Resolving the Triggers

When The Immortal Weapons enters the battlefield, you must choose a legal target for its first ability immediately. If there are no instant or sorcery cards in your graveyard, the ability is simply removed from the stack. For the second ability, the bonus triggers as soon as you cast a noncreature spell—this means the buff resolves before the spell that triggered it actually takes effect.

Strategic Timing

To maximize the value of The Immortal Weapons, ensure your graveyard is populated with impactful spells before casting it. Since the menace and power buff can be applied to any creature, including itself, you can use cheap noncreature spells during your combat phase to make your board significantly harder to block.

Common Pitfalls

Remember that the second ability only triggers on 'casting' a spell; copying a spell on the stack will not trigger the +2/+0 bonus. Additionally, you must have a legal target for the power buff when the trigger is put on the stack, or the ability will fail to resolve.

Interaction examples

Doubling Down on Heroics

If you control Roaming Throne and chose 'Human' or 'Warrior' as it entered, The Immortal Weapons will trigger twice. When it enters, you return two spells from your graveyard to your hand. Later, every time you cast a noncreature spell, the +2/+0 and menace ability triggers twice, allowing you to give one creature +4/+0 or split the bonuses between two different creatures.

Artifact Synergy

Note that casting Solemn Simulacrum will not trigger the second ability of The Immortal Weapons because the Simulacrum is a creature spell. However, you can use the extra land fetched by the Simulacrum to help pay the 5-mana cost for The Immortal Weapons, ensuring you have the resources to follow up with noncreature spells for combat buffs.

Self-Buffing for the Win

If The Immortal Weapons is your only creature, you can target it with its own trigger. By casting a simple sorcery, this 5-mana creature becomes a 7-power threat with menace, forcing your opponent to commit at least two blockers to stop it.

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

How it works : The Immortal Weapons

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Popular combos

Real combos played by the community, sorted by popularity.

Vision, Spectral Synthezoid
+Multiversal Incursion
+The Immortal Weapons
#1

Vision, Spectral Synthezoid + Multiversal Incursion + The Immortal Weapons

Infinite artifact ETBInfinite artifact tokensInfinite copies of creatures you controlInfinite creature ETB
  1. 1Cast Multiversal Incursion for free due to Vision, creating a nonlegendary token copy of each nontoken creature you control.
  2. 2When the The Immortal Weapons token enters, it triggers, returning Multiversal Incursion from your graveyard to your hand.
  3. 3Repeat.
Ghostly Flicker
+Peregrine Drake
+The Immortal Weapons
#2

Ghostly Flicker + Peregrine Drake + The Immortal Weapons

Infinite creature ETBInfinite creature LTBInfinite blinkingInfinite landfall triggers
  1. 1Activate up to five lands by tapping them, adding at least {2}{U}.
  2. 2Cast Ghostly Flicker by paying {2}{U}.
  3. 3The Immortal Weapons' second ability triggers, giving a creature +2/+0 until end of turn.
  4. 4Resolve Ghostly Flicker, blinking The Immortal Weapons and Peregrine Drake.
  5. 5When The Immortal Weapons and Peregrine Drake enter the battlefield, their abilities trigger.
  6. 6Resolve the The Immortal Weapons trigger, returning Ghostly Flicker to your hand from your graveyard.
  7. 7Resolve the Peregrine Drake trigger, untapping up to five lands.
  8. 8Repeat.
Vision, Spectral Synthezoid
+The Immortal Weapons
+Clone Legion
#3

Vision, Spectral Synthezoid + The Immortal Weapons + Clone Legion

Infinite artifact ETBInfinite artifact tokensInfinite copies of creatures you controlInfinite creature ETB
  1. 1Cast Clone Legion for free due to Vision, creating a token copy of each creature you control.
  2. 2Put the copy of Vision whose ability has been used in your graveyard due to the legend rule.
  3. 3When the The Immortal Weapons token enters, it triggers, returning Clone Legion from your graveyard to your hand.
  4. 4Repeat.
Chthonian Nightmare
+Walk the Aeons
+The Immortal Weapons
#4

Chthonian Nightmare + Walk the Aeons + The Immortal Weapons

Infinite turnsLock
  1. 1Cast Walk the Aeons by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Move to your next turn.
  3. 3Cast Chthonian Nightmare by paying {1}{B}.
  4. 4When Chthonian Nightmare enters the battlefield, it triggers, causing you to get {E}{E}{E}.
  5. 5Activate Chthonian Nightmare by paying {E}{E}{E}{E}{E}, sacrificing a creature with mana value 1 or less, and returning Chthonian Nightmare from the battlefield to your hand, returning The Immortal Weapons from your graveyard to the battlefield.
  6. 6When The Immortal Weapons enters the battlefield, it triggers, returning Walk the Aeons from your graveyard to your hand.
  7. 7Cast Chthonian Nightmare by paying {1}{B}.
  8. 8When Chthonian Nightmare enters the battlefield, it triggers, causing you to get {E}{E}{E}.
Ephemerate
+Walk the Aeons
+The Immortal Weapons
#5

Ephemerate + Walk the Aeons + The Immortal Weapons

Infinite turnsLock
  1. 1Cast Walk the Aeons by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Cast Ephemerate by paying {W}, blinking The Immortal Weapons and exiling Ephemerate.
  3. 3When The Immortal Weapons enters, it triggers, returning Walk the Aeons from your graveyard to your hand.
  4. 4Move to your next turn. At the beginning of your upkeep, Ephemerate's rebound ability triggers, causing you to cast it from exile without paying its mana cost.
  5. 5Resolve Ephemerate, blinking The Immortal Weapons.
  6. 6When The Immortal Weapons enters, it triggers, returning Ephemerate from your graveyard to your hand.
  7. 7Repeat.
Rise of the Dark Realms
+Phyrexian Altar
+The Immortal Weapons
#6

Rise of the Dark Realms + Phyrexian Altar + The Immortal Weapons

Infinite creature ETBInfinite creature LTBInfinite colored manaInfinite death triggers
  1. 1Activate Phyrexian Altar twice by sacrificing The Immortal Weapons, adding {B}.
  2. 2Repeat step 1 for each other nontoken creature you control.
  3. 3Cast Rise of the Dark Realms by paying {7}{B}{B}, returning all creature cards from all graveyards to the battlefield under your control.
  4. 4When The Immortal Weapons enters the battlefield, it triggers, returning Rise of the Dark Realms to your hand from your graveyard.
  5. 5Repeat.
Ephemerate
+Time Walk
+The Immortal Weapons
#7

Ephemerate + Time Walk + The Immortal Weapons

Infinite turnsLock
  1. 1Cast Time Walk by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Cast Ephemerate by paying {W}, blinking The Immortal Weapons and exiling Ephemerate.
  3. 3When The Immortal Weapons enters, it triggers, returning Time Walk from your graveyard to your hand.
  4. 4Move to your next turn. At the beginning of your upkeep, Ephemerate's rebound ability triggers, causing you to cast it from exile without paying its mana cost.
  5. 5Resolve Ephemerate, blinking The Immortal Weapons.
  6. 6When The Immortal Weapons enters, it triggers, returning Ephemerate from your graveyard to your hand.
  7. 7Repeat.
Kykar, Zephyr Awakener
+Temporal Manipulation
+The Immortal Weapons
#8

Kykar, Zephyr Awakener + Temporal Manipulation + The Immortal Weapons

Infinite turnsLock
  1. 1Cast Temporal Manipulation by paying its mana cost.
  2. 2Kykar triggers, exiling The Immortal Weapons.
  3. 3Resolve Temporal Manipulation, causing you to take an extra turn after this one.
  4. 4At the beginning of your end step, Kykar triggers, returning The Immortal Weapons from exile to the battlefield.
  5. 5When The Immortal Weapons enters, it triggers, returning Temporal Manipulation from your graveyard to your hand.
  6. 6Repeat each turn.
03

Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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Official source