standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
For a player’s life total to become 10, what actually happens is that the player gains or loses the appropriate amount of life. For example, if the targeted player’s life total is 4 when this ability resolves, it will cause that player to gain 6 life; alternately, if the targeted player’s life total is 17 when this ability resolves, it will cause that player to lose 7 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
This ability is not optional.
In a Two-Headed Giant game, this ability basically causes the team’s life total to become 10, but only the targeted player is considered to have actually gained or lost life.
This ability is not optional.
In a Two-Headed Giant game, this ability basically causes the team’s life total to become 10, but only the targeted player is considered to have actually gained or lost life.
Rulings
For a player’s life total to become 10, what actually happens is that the player gains or loses the appropriate amount of life. For example, if the targeted player’s life total is 4 when this ability resolves, it will cause that player to gain 6 life; alternately, if the targeted player’s life total is 17 when this ability resolves, it will cause that player to lose 7 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
This ability is not optional.
In a Two-Headed Giant game, this ability basically causes the team’s life total to become 10, but only the targeted player is considered to have actually gained or lost life.
This ability is not optional.
In a Two-Headed Giant game, this ability basically causes the team’s life total to become 10, but only the targeted player is considered to have actually gained or lost life.
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