Grafted Exoskeleton card art

Grafted Exoskeleton

Artifact — Equipment MV 4

Tracked across real Commander games played through TurnZero HQ.

What it does

Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.

Equip 2

Combos with Grafted Exoskeleton

The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.

Showing the 8 shortest and most explosive. This card appears in more than these. Follow any of them through to Commander Spellbook to browse the rest.

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

8 official rulings, in the order Wizards published them.

  • 2011-01-01

    In addition to the effect of its equip ability, Grafted Exoskeleton becomes unattached from the creature it's equipping if a spell or ability (such as Fulgent Distraction) causes it to become unattached, if Grafted Exoskeleton leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Exoskeleton ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)

  • 2011-01-01

    Damage from a source with infect affects planeswalkers normally.

  • 2011-01-01

    Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.

  • 2011-01-01

    Infect's effect applies to any damage, not just combat damage.

  • 2011-01-01

    If Grafted Exoskeleton's last ability triggers, but you don't control the permanent it became unattached from at the time that ability resolves (perhaps because another player has somehow gained control of it), you won't be able to sacrifice it.

  • 2011-01-01

    A player who has ten or more poison counters loses the game. This is a state-based action.

  • 2011-01-01

    The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.

  • 2011-01-01

    If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Grafted Exoskeleton, whatever its commander.

Decks running it 2
Games played 0
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Every version of Grafted Exoskeleton

3 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Grafted Exoskeleton. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.