Commander Legends card-specific Notes: commander decks 


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Commander Legends card-specific Notes: commander decks

 

Aesi, Tyrant of Gyre Strait
{4}{G}{U}
Legendary Creature — Serpent
5/5
You may play an additional land on each of your turns.
Whenever a land enters the battlefield under your control, you may draw a card.

· Aesi’s ability is cumulative with other effects that let you play additional lands, such as the one from Exploration.

 

Blazing Sunsteel
{1}{R}
Artifact — Equipment
Equipped creature gets +1/+0 for each opponent you have.
Whenever equipped creature is dealt damage, it deals that much damage to any target.
Equip {4}

· Opponents who have left the game aren’t counted by Blazing Sunsteel’s first ability.

· Blazing Sunsteel is the source of the middle triggered ability, but the equipped creature is the source of the damage. For example, if the equipped creature is green, that ability can’t target a permanent with protection from red, but it can target one with protection from green, though the damage would be prevented.

· A creature can be dealt an amount of damage greater than its toughness. For example, if the equipped creature has 1 toughness and is dealt 3 damage, it deals 3 damage, not 1, to the chosen target.

· If your life total is brought to 0 or less at the same time that the equipped creature is dealt damage, you lose the game before Blazing Sunsteel’s middle ability goes on the stack.

 

Stumpsquall Hydra
{X}{G}{G}{G}
Creature — Hydra
1/1
When Stumpsquall Hydra enters the battlefield, distribute X +1/+1 counters among it and any number of commanders.

· Because Stumpsquall Hydra’s ability doesn’t target, you choose how to distribute X +1/+1 counters as its ability resolves. Players can’t take actions between the time you decide this distribution and the time counters are put on the appropriate permanents.

· You can’t put +1/+1 counters on commanders that aren’t on the battlefield.

· You may put +1/+1 counters on commanders that aren’t currently creatures (such as Tevesh Szat, Doom of Fools).

· If Stumpsquall Hydra leaves the battlefield before its triggered ability resolves, you can still distribute the counters among any number of commanders, including none of them.

 

Trench Behemoth
{5}{U}{U}
Creature — Kraken
7/7
Return a land you control to its owner’s hand: Untap Trench Behemoth. It gains hexproof until end of turn.
Whenever a land enters the battlefield under your control, target creature an opponent controls attacks during its controller’s next combat phase if able.

· You can activate Trench Behemoth’s first ability even if it’s already untapped and/or already has hexproof.

· If the target creature 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, the player isn’t forced to pay that cost, so it doesn’t have to attack in that case either.

· If the target creature does attack, its controller still chooses which player or planeswalker it attacks, as normal. It can attack opponents who don’t control untapped Trench Behemoths waiting to crush it, if any are available.

 

Wyleth, Soul of Steel
{1}{R}{W}
Legendary Creature — Human Warrior
2/2
Trample
Whenever Wyleth, Soul of Steel attacks, draw a card for each Aura and Equipment attached to it.

· The number of Auras and Equipment attached to Wyleth is determined as its triggered ability resolves. If Wyleth is no longer on the battlefield at that time, its last existence on the battlefield is checked to determine the number of Auras and Equipment attached to it.

 



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