Trample
When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less.
{1}: Permanents your opponents control lose hexproof and indestructible until end of turn.
Crew 2
Mana cost
2
B
B
Mana value
4
Printings
From
$0.30
EDHREC rank
#8096
Buy
Formats
Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Rulings
2 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.
2 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.