Inspiring Call (Secret Lair Drop)
Inspiring Call back
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Inspiring Call

Instant

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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standard future historic gladiator pioneer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
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