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Unstable

Accessories to Murder

Artifact — Contraption

Whenever you crank this Contraption, target creature gets +X/+0 until end of turn, where X is the number of creatures you control.

Color profile

Color identity

Colorless

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

12
  1. Wizards of the Coast

    Contraptions are artifacts. Anything that interacts with artifacts will interact with Contraptions.

  2. Wizards of the Coast

    Contraptions aren't put into your main deck. They go into a separate deck called the Contraption deck.

  3. Wizards of the Coast

    In Constructed formats, a Contraption deck must have at least fifteen different Contraption cards and no more than one of each.

  4. Wizards of the Coast

    In Limited formats, a Contraption deck may include any number of Contraption cards in your card pool. You don't have to include every Contraption card you draft or open in sealed deck. In those formats, your Contraption deck may include duplicates.

  5. Wizards of the Coast

    In silver-bordered games using Contraptions, you have three sprockets, illustrated on the back of Contraption cards. At the start of the game, put a CRANK! counter on sprocket 3.

  6. Wizards of the Coast

    While Contraptions you control are on the battlefield, the Contraption deck is not, even if you are using it to signify the three sprockets.

  7. Wizards of the Coast

    If you or a permanent you control are instructed to assemble a Contraption, reveal the top card of your Contraption deck. Put it onto the battlefield on one of the three sprockets.

  8. Wizards of the Coast

    At the beginning of your upkeep, if you control any Contraptions, move the CRANK! counter to the next sprocket. You may then crank any number of Contraptions on that sprocket, causing their abilities to trigger. Cranking a Contraption is always optional.

  9. Wizards of the Coast

    If you crank multiple Contraptions, their abilities can be put onto the stack in any order. The ability put onto the stack will resolve first.

  10. Wizards of the Coast

    If a Contraption would leave the battlefield and go to any zone other than exile, it instead goes to the scrapyard, the Contraption deck's version of the graveyard. Things that affect the graveyard do not affect the scrapyard. You can exile Contraptions just fine.

  11. Wizards of the Coast

    If you or a permanent you control assembles a Contraption and your Contraption deck is empty, nothing happens. You don't lose the game.

  12. Wizards of the Coast

    Any Contraption that's on the battlefield and wasn't assembled immediately heads to the scrapyard. However, if it's a not an actual Contraption card (like Copy Artifact isn't), it goes to your graveyard as normal. Non-Contraption cards can't be in the scrapyard.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

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No other printings are available

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