Utensil der Wildheit
Artefakt
, opfere das Utensil der Wildheit: Lege eine +1/+1-Marke auf eine Kreatur deiner Wahl. Aktiviere diese Fähigkeit nur zu einem Zeitpunkt, zu dem du auch eine Hexerei wirken könntest.
Wenn das Utensil der Wildheit aus dem Spiel auf einen Friedhof gelegt wird, ziehe eine Karte.
Wenn das Utensil der Wildheit aus dem Spiel auf einen Friedhof gelegt wird, ziehe eine Karte.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
An Implement’s last ability triggers no matter why it’s put into a graveyard from the battlefield. You don’t have to activate its first ability.
If you activate an Implement’s first ability, you’ll draw a card from its second ability before the first ability resolves. If the first ability has a target, you need a legal target to activate that ability, and you choose that target before seeing what card you’ll draw.
If you activate an Implement’s first ability, you’ll draw a card from its second ability before the first ability resolves. If the first ability has a target, you need a legal target to activate that ability, and you choose that target before seeing what card you’ll draw.
Rulings
An Implement’s last ability triggers no matter why it’s put into a graveyard from the battlefield. You don’t have to activate its first ability.
If you activate an Implement’s first ability, you’ll draw a card from its second ability before the first ability resolves. If the first ability has a target, you need a legal target to activate that ability, and you choose that target before seeing what card you’ll draw.
If you activate an Implement’s first ability, you’ll draw a card from its second ability before the first ability resolves. If the first ability has a target, you need a legal target to activate that ability, and you choose that target before seeing what card you’ll draw.
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