
C.A.M.P.
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Whenever fortified land is tapped for mana, put a +1/+1 counter on target creature you control. If that creature shares a color with the mana that land produced, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery.)
What it does
Tagged as Card draw · +1/+1 counters — the jobs the deck report counts it toward.
Official rulings
- Fortification is to lands what Equipment is to creatures. Except for the difference regarding what type of permanent they can be attached to, Fortifications and Equipment follow the same rules. (2024-03-08)
- If the fortified land produced more than one color of mana, you'll create a Junk token as long as the target creature is at least one of those colors. (2024-03-08)
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet. (2024-03-08)
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens. (2024-03-08)
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty. (2024-03-08)
Printings & prices
Every set C.A.M.P. has been printed in, with the art, the finishes and the market price of each — the headline price above is the cheapest of these.
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