Clap 'Em in Irons (Blue)
Go again
When this enters the arena,
target Pirate hero or ally. It can't
while this is in the arena.
At the start of your turn, destroy this.
When this enters the arena,
At the start of your turn, destroy this.
Rulings
From the High Seas release notes · June 6 2025
- Clap ‘Em in Irons’ first ability triggers when it resolves and enters into the arena. When it triggers, you must declare a target Pirate hero or Pirate ally. You will
that target Pirate hero or ally when this triggered effect resolves. Additionally, the Pirate hero or Pirate ally can’t
while Clap ‘Em in Irons is in the arena.
- When declaring a target hero for Clap ‘Em in Irons first ability’s triggered effect, you may declare an already tapped Pirate hero or ally. If that target is still tapped when the triggered effect resolves, the layer will continue to resolve since the target is still valid but the
effect will fail. The subsequent continuous effect will still apply to that tapped target and it will not be able to
while Clap ‘Em in Irons is still in the arena.
- Clap ‘Em in Irons second ability triggers at the start of your turn. Neither player receives priority during the start phase of a turn.
Keyword notes
Go again - Go again allows multiple actions to be played in a turn when usually playing an action with use up your action point, and therefore end your turn. A card with go again gives the controller of that card or activated ability 1 action point when it resolves.
- When an action with go again resolves, its controller gains 1 action point.
- Multiple instances of go again on the same card or activated ability do not stack. If a card or activated ability has multiple instances of go again when it resolves its controller gains 1 action point only.
- If an action with go again does not resolve, its controller does not gain 1 action point.
- You cannot reveal a card with no
to Belittle. The card must have a value to its power that is 3 or less. (0 is a value)
Versions
Price history
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More by Nikolay Moskvin
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