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Celebr-8000

Magic: The GatheringUnfinity#185

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Magic: The Gathering

Mana cost

UnfinityUNF · #185
Card type
Artifact Creature — Clown Robot
Rarity
Rare
Indicative price
2.11 € · ★ 2.85 € · 2.89 $ · ★ 3.01 $
Mana value
5
Power
3
Toughness
3
Colour
Colourless

Card text

At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, this creature gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn. • 2 — menace • 3 — vigilance • 4 — lifelink • 5 — flying • 6 — indestructible

Format legality

  • CommanderLegal
  • DuelLegal
  • LegacyLegal
  • OathbreakerLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
Ralph Horsley
Card language
English
Release date
2022-10-07

Rulings

Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.

If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.

If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.

If you roll a result higher than 6 because of modifications to the results, Celebr-8000 won't gain any ability from that roll. If you roll doubles of such a number, it will still gain double strike until end of turn.

Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.

Some effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.

Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.

Other printings of this card

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