March of the Machines

March of the Machines

3

Enchantment

Text

Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)

#14,124 EDHREC 🖌 Ben Thompson

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updated on 06/17/2026
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Played: 5 · Near Mint: 16 · Slightly Played: 24 · Moderately Played: 11

Rulings (5)

If an Equipment becomes a creature, it can no longer equip a creature. If it's currently attached to a creature, it becomes unattached (but remains on the battlefield). You can activate the Equipment's equip ability, but it won't do anything.

12/01/2004

If a noncreature artifact is also another card type, such as enchantment or land, it will retain those types in addition to being an artifact creature.

12/01/2004

Each artifact land has a mana value of 0. March of the Machines makes them 0/0 creatures, which are put into the graveyard as a state-based action.

12/01/2004

If a noncreature artifact becomes an artifact creature this way and then another effect animates it, the new effect overrides March of the Machines's effect. For example, Chimeric Staff is a 4/4 creature while March of the Machines is on the battlefield. If you activate Chimeric Staff's ability and choose X = 5, Chimeric Staff will be a 5/5 artifact creature for the rest of the turn.

07/15/2007

A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its {T} abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of their most recent turn.

10/01/2009

Legality by format

Brawl Not legal
Commander Legal
Duel Commander Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Old School Not legal
Pauper Not legal
Pioneer Not legal
Premodern Not legal
Standard Not legal
Vintage Legal
Block Constructed Not legal
Extended Not legal
Frontier Not legal
Tiny Leaders Not legal