Ala dérmica Carta MTG


Colecciones da cartaLanzado en 2 coleccionesVer todos
El coste de maná
Costo de maná convertido4
RarezaPoco común
TipoArtefacto — Equipo
Habilidades Equip,Living weapon

Conclusiones clave

  1. Skinwing provides immediate impact by creating a 2/2 flier and enhances any creature.
  2. It can synchronize with instant speed spells for a resilient battlefield presence.
  3. The requirement to discard and specific mana costs limit Skinwing’s versatility.

Texto de la carta

Arma viviente. (Cuando este equipo entre al campo de batalla, pon en el campo de batalla una ficha de criatura negra Germen 0/0, luego anéxalo a ella.) La criatura equipada obtiene +2/+2 y tiene la habilidad de volar. Equipar {6}.


Card Pros

Card Advantage: Skinwing offers a unique twist on card advantage. When used as living weapon, it immediately equips to a 0/0 Germ token, effectively giving you a creature with evasion in the form of a 2/2 flying artifact creature. Later, you can attach it to a bigger creature for game-changing effects, maintaining card presence on the board.

Resource Acceleration: Although not traditionally a resource accelerator, Skinwing can be considred a form of tempo acceleration. By equipping a creature with Skinwing, you potentially improve your battlefield position faster than normal summoning would allow, making your creatures more formidable threats.

Instant Speed: Although Skinwing is not an instant itself, it synergizes well with instant speed spells. It serves as a resilient threat that survives board wipes which are typically cast at instant speed, allowing you to quickly re-equip it to a new creature during your next turn.


Card Cons

Discard Requirement: Skinwing demands that a player discards another card to unleash its Living Weapon ability. While this can be advantageous in certain situations, it often means sacrificing valuable hand presence for a single artifact creature boost, a trade-off not always in your favor, especially in resource-tight scenarios.

Specific Mana Cost: Deploying Skinwing requires a specific combination of mana – two generic and two Phyrexian blue mana. This cost frame can be somewhat restrictive as it tends to mesh best within blue-centric decks or those with a heavy artifact theme, limiting its versatility across various deck archetypes.

Comparatively High Mana Cost: With a cost of four mana, including two that can be paid with life, Skinwing’s equip cost also carries a considerable investment. Given the pace of current game meta, deploying a creature with modest stats through this mana expenditure might not always contend efficiently on the battlefield, where lower-cost equipment or creatures could provide similar or superior advantages.


Reasons to Include Skinwing in Your Collection

Versatility: Skinwing provides adaptability to your deck thanks to its dual nature as both an artifact and a creature. This 2/2 Living Weapon equips to give a creature +2/+2 and flying, making it a flexible addition to bolster your aerial offense or defense.

Combo Potential: As an artifact with a Living Weapon ability, Skinwing can seamlessly fit into strategies focused on synergies with equipment or artifact-centric decks. It can also work well in decks that manipulate or recur artifacts from the graveyard.

Meta-Relevance: In any MTG meta that values creature-based strategies, Skinwing can serve as an unexpected threat, attaching to enhance creatures that otherwise wouldn’t have evasion. Its inclusion can tilt the scales in combat, especially when flying is a crucial factor in the matchup.


How to beat

Skinwing is a unique artifact creature within the world of Magic: The Gathering, boasting the ability to not only serve as an equipment but also a creature. What sets Skinwing apart from other flying creatures is its Living Weapon ability, which creates a 0/0 black Germ creature token, then attaches itself to the token. This essentially provides you with a ready-to-use creature that can be a surprise blocker or an attacker from the moment it hits the battlefield.

To effectively combat Skinwing, consider removal spells that can target both creatures and artifacts, such as Abrade or a flexible option like Disenchant. Having these in your deck will enable you to take care of Skinwing, regardless of its current form. Additionally, cards that force your opponent to sacrifice a creature, like Diabolic Edict, bypass the need to target Skinwing directly and can disrupt your opponent’s strategy by removing the Germ token it’s attached to. By staying one step ahead and planning for multifaceted threats, you can neutralize the versatility that Skinwing brings to the table and maintain control of the game.


Cartas como Ala dérmica

Skinwing brings a unique blend of artifact creature and equipment characteristics to Magic: The Gathering decks. It bears resemblance to other cards like Strider Harness which also provides a boost to the equipped creature’s power and gives haste. Skinwing distinguishes itself with its Living Weapon ability, automatically creating a 0/0 black Germ creature token that it attaches to upon entering the battlefield.

Another card with comparable qualities is Flayer Husk. Like Skinwing, Flayer Husk is also a Living Weapon, which means it’s an equipment that brings its own creature to the table. However, Skinwing has a larger impact, granting a more significant power increase and the ability to grant flying, at the cost of being more mana-intensive to cast and equip than Flayer Husk.

A closer look reveals Bonesplitter as a simpler alternative, devoid of the Living Weapon mechanic but offering a substantial power boost at a very low equip cost. While it lacks the synergies and versatility of Skinwing’s modal use as a creature or equipment, its efficiency in boosting creature power can’t be overlooked in crafting strategies for Magic: The Gathering gameplay.

Strider Harness - Carta Magic versiones
Flayer Husk - Carta Magic versiones
Bonesplitter - Carta Magic versiones
Strider Harness - Carta Magic versiones
Flayer Husk - Carta Magic versiones
Bonesplitter - Carta Magic versiones

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Donde comprar

Si estás buscando comprar una carta MTG Ala dérmica de un coleccione específico como Mirrodin Besieged and Double Masters, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.

Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.

Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.

A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Ala dérmica y otras cartas MTG:

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Impresiones

La carta Ala dérmica Magic the Gathering se lanzó en 2 colecciones diferentes entre 2011-02-04 y 2020-08-07. Ilustrado por Igor Kieryluk.

#LiberadoNombreCódigoSímboloNúmeroMarcoDisposiciónBordeArtista
12011-02-04Mirrodin BesiegedMBS 1332003NormalNegraIgor Kieryluk
22020-08-07Double Masters2XM 2882015NormalNegraIgor Kieryluk

Legalidades

Formatos de Magic the Gathering donde Ala dérmica tiene restricciones

FormatoLegalidad
CommanderLegal
LegacyLegal
PaupercommanderLegal
ModernLegal
OathbreakerLegal
PauperLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Reglas e información

La guía de referencia para las reglas de las cartas Ala dérmica de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.

Fecha Texto
2020-08-07 If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
2020-08-07 If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
2020-08-07 Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
2020-08-07 The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.