Талисман Темура
Мгновенное заклинание
Выберите одно —
• Целевое существо под вашим контролем получает +1/+1 до конца хода. Оно дерется с целевым существом не под вашим контролем.
• Отмените целевое заклинание, если только контролирующий его игрок не заплатит .
• Существа с силой 3 или меньше не могут блокировать в этом ходу.
• Целевое существо под вашим контролем получает +1/+1 до конца хода. Оно дерется с целевым существом не под вашим контролем.
• Отмените целевое заклинание, если только контролирующий его игрок не заплатит .
• Существа с силой 3 или меньше не могут блокировать в этом ходу.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
If the third mode was chosen, creatures with power 3 or less that enter the battlefield after Temur Charm resolves also can’t block. A creature whose power was 4 or greater when Temur Charm resolved but is 3 or less as the declare blockers step begins also can’t block.
If the first mode was chosen and either target is an illegal target when Temur Charm tries to resolve, neither creature will deal or be dealt damage.
If the first mode was chosen and just the creature you control is an illegal target when Temur Charm tries to resolve, it won’t get +1/+1 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +1/+1 until end of turn.
You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.
If the first mode was chosen and either target is an illegal target when Temur Charm tries to resolve, neither creature will deal or be dealt damage.
If the first mode was chosen and just the creature you control is an illegal target when Temur Charm tries to resolve, it won’t get +1/+1 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +1/+1 until end of turn.
You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.
Rulings
If the third mode was chosen, creatures with power 3 or less that enter the battlefield after Temur Charm resolves also can’t block. A creature whose power was 4 or greater when Temur Charm resolved but is 3 or less as the declare blockers step begins also can’t block.
If the first mode was chosen and either target is an illegal target when Temur Charm tries to resolve, neither creature will deal or be dealt damage.
If the first mode was chosen and just the creature you control is an illegal target when Temur Charm tries to resolve, it won’t get +1/+1 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +1/+1 until end of turn.
You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.
If the first mode was chosen and either target is an illegal target when Temur Charm tries to resolve, neither creature will deal or be dealt damage.
If the first mode was chosen and just the creature you control is an illegal target when Temur Charm tries to resolve, it won’t get +1/+1 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +1/+1 until end of turn.
You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.
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