Beste Zeit
Verzauberung
Edelmut (Immer wenn eine Kreatur, die du kontrollierst, alleine angreift, erhält diese Kreatur +1/+1 bis zum Ende des Zuges.)
Immer wenn eine Kreatur, die du kontrollierst, alleine angreift, enttappe diese Kreatur, falls es die erste Kampfphase des Zuges ist. Nach dieser Phase gibt es eine zusätzliche Kampfphase.
Immer wenn eine Kreatur, die du kontrollierst, alleine angreift, enttappe diese Kreatur, falls es die erste Kampfphase des Zuges ist. Nach dieser Phase gibt es eine zusätzliche Kampfphase.
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pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
Finest Hour’s second ability has an “intervening ‘if’ clause.” The ability won’t trigger at all unless it’s the first combat phase of the turn.
Unlike other similar cards, Finest Hour doesn’t create a main phase in between the two combat phases. The second combat phase will begin immediately after the current one ends.
Unlike other similar cards, Finest Hour doesn’t create a main phase in between the two combat phases. The second combat phase will begin immediately after the current one ends.
Rulings
Finest Hour’s second ability has an “intervening ‘if’ clause.” The ability won’t trigger at all unless it’s the first combat phase of the turn.
Unlike other similar cards, Finest Hour doesn’t create a main phase in between the two combat phases. The second combat phase will begin immediately after the current one ends.
Unlike other similar cards, Finest Hour doesn’t create a main phase in between the two combat phases. The second combat phase will begin immediately after the current one ends.
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