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The Fire Nation Drill

The Fire Nation Drill

{2}{B}{B}Legendary Artifact — Vehicle6/3

Trample

When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less.

{1}: Permanents your opponents control lose hexproof and indestructible until end of turn.

Crew 2

Keyword reminders

Trample. Excess combat damage beyond what's lethal to blockers can be assigned to the player or planeswalker it's attacking. · CR 702.19

Official rulings

  1. Because damage remains marked on a creature until the damage is removed as the turn ends, damage previously dealt to a creature with indestructible may cause it to be destroyed if The Fire Nation Drill's first activated ability resolves during that turn. (2025-10-02)
  2. If a permanent enters under an opponent's control with hexproof or indestructible after The Fire Nation Drill's first activated ability resolves, it won't lose that ability unless you activate The Fire Nation Drill's ability again. The same is true if an opponent's permanent gains indestructible or hexproof after The Fire Nation Drill's ability resolves. (2025-10-02)

Cards like this

Functionally similar cards by meaning — playable in The Fire Nation Drill’s colours.