Returning Mechanic: The Monarch 


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Returning Mechanic: The Monarch

Returning Keyword: Partner

 

 

As you may have noticed on The Prismatic Piper, the partner keyword makes a return in this set. Partner is a keyword ability that allows your Commander or Commander Draft deck to have two commanders, provided both of them have partner.

Falthis, Shadowcat Familiar
{2}{B}
Legendary Creature — Nightmare Cat
2/2
Commanders you control have menace and deathtouch.
Partner (You can have two commanders if both have partner.)

Kediss, Emberclaw Familiar
{1}{R}
Legendary Creature — Elemental Lizard
1/1
Whenever a commander you control deals combat damage to an opponent, it deals that much damage to each other opponent.
Partner (You can have two commanders if both have partner.)

· The rules for partner haven’t changed since partner’s last appearance.

· If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

· Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

· To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn’t cause either to cease to be your commander.

· Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

· If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

· An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

· You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you’ve cast each from the command zone clear for “commander tax” purposes.

 

New Keyword: Encore

 

Some creatures charge across the battlefield with such gusto that they simply demand an encore performance. Encore represents an activated ability that lets you relive a creature’s greatest hits and makes sure all your opponents are there for the show.

Trove Tracker
{2}{U}
Creature — Human Pirate
2/2
When Trove Tracker dies, draw a card.
Encore {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· Exiling the card with encore is a cost to activate the ability. Once you announce that you’re activating it, no player may take actions until you’ve finished. They can’t try to remove the card from your graveyard to stop you from paying the cost.

· Opponents who have left the game aren’t counted when determining how many tokens to create.

· The tokens copy only what’s on the original card. Effects that modified that creature when it was previously on the battlefield won’t be copied.

· Each token must attack the appropriate player if able.

· If one of the tokens can’t attack for any reason (such as being tapped), then it doesn’t attack. If there’s a cost associated with having it attack, you aren’t forced to pay that cost, so it doesn’t have to attack in that case either.

· If an effect stops a token from attacking a specific player, that token can attack any player or planeswalker, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don’t have to pay that cost unless you want to attack that player.

· If one of the tokens somehow is under another player’s control as the delayed triggered ability resolves, you can’t sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.

 

Returning Keyword: Cascade

 

Spells with the cascade keyword are just overflowing with magical energy. Who knows what that energy will turn into? Whatever it is, you’ll get two spells for the cost of one.

Annoyed Altisaur
{5}{G}{G}
Creature — Dinosaur
6/5
Reach, trample
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)

· The cascade ability triggers when you cast the spell, meaning that it resolves before that spell. If you cast the card exiled by the cascade ability, that spell will go on the stack above the spell with cascade.

· When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.

· Countering the spell with cascade has no effect on the cascade ability.

· You exile the cards face up. All players will be able to see them.

· You don’t have to cast the last card exiled by a cascade ability. If you choose to do so, you’re casting it as a spell. This means that it can be countered, and appropriate abilities trigger (such as if that spell also has cascade).

· If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.

· If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

· The converted mana cost of a spell with cascade is determined only by its mana cost, no matter what the total cost to cast the spell was.

 

 

The monarch is a designation a player may have. It grants a player glory, status, and an extra card each turn—at least until that player is dethroned.

Court of Cunning
{1}{U}{U}
Enchantment
When Court of Cunning enters the battlefield, you become the monarch.
At the beginning of your upkeep, any number of target players each mill two cards. If you’re the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)

· The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.

· There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”

· If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.

· If the monarch leaves the game during another player’s turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.

· If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn’t resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.

 



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