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The Fire Nation Drill
RareColour IDMV 4
Legendary Artifact — Vehicle
Trample
When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Crew 2
6 / 3
Keywords
CrewTrample
Card capabilities
ArtifactCreature removal
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Other printings
2 other English printingsEarliest 2025-11-21Newest 2025-11-21Cheapest priced $0.79 in TLA
Rulings (2)
wotc2 Oct 2025
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.
wotc2 Oct 2025
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.
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Ranked by shared capabilities, colour identity, mana value and type — never by strategic judgement.
Shares Artifact, Creature removalMV 3 vs 4
Shares Artifact, Creature removalMV 5 vs 4
Shares Artifact, Creature removalMV 4 vs 4
Shares Artifact, Creature removalMV 5 vs 4
Shares ArtifactSame colour identity
Shares ArtifactSame colour identity
Shares ArtifactSame colour identity
Shares ArtifactSame colour identity









