Myr adoubé
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Myr adoubé

Créature-artefact : myr et chevalier

: Adaptez 1. (Si cette créature n'a pas de marqueurs +1/+1 sur elle, mettez un marqueur +1/+1 sur elle.)
À chaque fois qu'au moins un marqueur +1/+1 est mis sur le Myr adoubé, il acquiert la double initiative jusqu'à la fin du tour.

2/2
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
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