Eluge, la Mer sans rivages (Bloomburrow)
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Eluge, la Mer sans rivages

Créature légendaire — élémental et poisson

La force et l'endurance d'Eluge sont chacune égales au nombre d'îles que vous contrôlez.
À chaque fois qu'Eluge arrive ou attaque, mettez un marqueur « inondation » sur un terrain ciblé. C'est une île en plus de ses autres types tant qu'il a au moins un marqueur « inondation » sur lui.
Le premier sort d'éphémère ou de rituel que vous lancez à chaque tour coûte (ou ) de moins à lancer pour chaque terrain que vous contrôlez avec un marqueur « inondation » sur lui.

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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If the first instant or sorcery spell you cast in a turn doesn’t cost any , its cost will be reduced by for each land you control with a flood counter on it.
In the case where the first instant or sorcery spell you cast in a turn does cost some but you control more lands with flood counters on them than the number of in that spell’s mana cost, all of the in the cost are reduced first before moving on to the generic mana. For example, if you control four lands with flood counters on them and you cast Season of Weaving (a sorcery with mana cost ) as the first instant or sorcery spell of your turn, its cost will be reduced by , meaning its total cost will be .
The land retains any land types and abilities it already had. An Island has the ability “: Add .”
A land affected by Eluge’s second ability stays an Island until the flood counter is removed, even if Eluge leaves the battlefield.
The ability that defines Eluge’s power and toughness functions in all zones, not just the battlefield.
To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of this ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
If the first instant or sorcery spell you cast in a turn doesn’t cost any , its cost will be reduced by for each land you control with a flood counter on it.
In the case where the first instant or sorcery spell you cast in a turn does cost some but you control more lands with flood counters on them than the number of in that spell’s mana cost, all of the in the cost are reduced first before moving on to the generic mana. For example, if you control four lands with flood counters on them and you cast Season of Weaving (a sorcery with mana cost ) as the first instant or sorcery spell of your turn, its cost will be reduced by , meaning its total cost will be .
The land retains any land types and abilities it already had. An Island has the ability “: Add .”
A land affected by Eluge’s second ability stays an Island until the flood counter is removed, even if Eluge leaves the battlefield.
The ability that defines Eluge’s power and toughness functions in all zones, not just the battlefield.
To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of this ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
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