Malicious Malfunction

Sorcery

All creatures get -2/-2 until end of turn. If a creature would die this turn, exile it instead.
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Creatures that would die for any reason this turn are exiled instead, not just creatures that would die after getting -2/-2.
While the -2/-2 applies only to creatures that are on the battlefield as Malicious Malfunction resolves, the replacement effect applies to all creatures that turn, including ones that enter the battlefield after Malicious Malfunction resolves or noncreatures that become creatures after Malicious Malfunction resolves.
Creatures that would die for any reason this turn are exiled instead, not just creatures that would die after getting -2/-2.
While the -2/-2 applies only to creatures that are on the battlefield as Malicious Malfunction resolves, the replacement effect applies to all creatures that turn, including ones that enter the battlefield after Malicious Malfunction resolves or noncreatures that become creatures after Malicious Malfunction resolves.
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