血侯腾扬 (Commander Masters)
血侯腾扬 back
Clique pour retourner la carte
血侯腾扬

结界

在每个结束步骤开始时,若本回合中某对手失去了2点或更多生命,你可以在血侯腾扬上放置一个探索指示物。 (伤害会导致失去生命。)
每当一张牌从任何地方置入对手的坟墓场时,若血侯腾扬上有三个或更多探索指示物,则你可以令该牌手失去2点生命。 若你如此作,则你获得2点生命。
Drapeau anglais
Drapeau espagnol
Drapeau français
Drapeau allemand
Drapeau italien
Drapeau portugais
Drapeau japonais
Drapeau coréen
_alt_flag_ru
Drapeau chinois
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Bloodchief Ascension’s first ability has an “intervening ‘if’ clause.” It won’t trigger at all unless an opponent has already lost 2 or more life by the time the end step begins.
For the first ability to trigger, a single opponent must have lost 2 life. Two opponents each losing 1 life won’t cause it to trigger. It will trigger a maximum of once per turn, no matter how many opponents have lost 2 or more life.
Bloodchief Ascension’s second ability doesn’t behave like a leaves-the-battlefield triggered ability, since the card put into an opponent’s graveyard may come from anywhere. If a Bloodchief Ascension with three quest counters on it and a permanent an opponent owns are destroyed at the same time, for example, the game will not “look back in time” at the game state, and Bloodchief Ascension’s second ability won’t trigger.
Bloodchief Ascension’s first ability checks only whether life was lost. It doesn’t care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Bloodchief Ascension’s first ability will still trigger.
Bloodchief Ascension’s first ability checks how much life was lost by each opponent over the course of the entire turn, even if Bloodchief Ascension wasn’t on the battlefield the whole time.
Bloodchief Ascension’s first ability has an “intervening ‘if’ clause.” It won’t trigger at all unless an opponent has already lost 2 or more life by the time the end step begins.
For the first ability to trigger, a single opponent must have lost 2 life. Two opponents each losing 1 life won’t cause it to trigger. It will trigger a maximum of once per turn, no matter how many opponents have lost 2 or more life.
Bloodchief Ascension’s second ability doesn’t behave like a leaves-the-battlefield triggered ability, since the card put into an opponent’s graveyard may come from anywhere. If a Bloodchief Ascension with three quest counters on it and a permanent an opponent owns are destroyed at the same time, for example, the game will not “look back in time” at the game state, and Bloodchief Ascension’s second ability won’t trigger.
Bloodchief Ascension’s first ability checks only whether life was lost. It doesn’t care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Bloodchief Ascension’s first ability will still trigger.
Bloodchief Ascension’s first ability checks how much life was lost by each opponent over the course of the entire turn, even if Bloodchief Ascension wasn’t on the battlefield the whole time.
Votre collection ? vos decks ?
Envie de gérer votre collection et/ou créer des decks ?
Côte
12.48€

Réimpressions

Cartes liées

Liens
Les tags MCT

Synergie