Brinelin der Mondkrake
Legendäre Kreatur — Krake
Wenn Brinelin der Mondkrake ins Spiel kommt und immer wenn du einen Zauberspruch mit umgewandelten Manakosten von 6 oder mehr wirkst, kannst du eine bleibende Karte deiner Wahl, die kein Land ist, auf die Hand ihres Besitzers zurückbringen.
Partner (Du kannst zwei Kommandeure haben, falls beide Partner haben.)
Partner (Du kannst zwei Kommandeure haben, falls beide Partner haben.)
6/8
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you’ve cast each from the command zone clear for “commander tax” purposes.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn’t cause either to cease to be your commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
For spells with in their mana costs, use the value chosen for X to determine the spell’s mana value.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn’t cause either to cease to be your commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
For spells with in their mana costs, use the value chosen for X to determine the spell’s mana value.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Rulings
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you’ve cast each from the command zone clear for “commander tax” purposes.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn’t cause either to cease to be your commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
For spells with in their mana costs, use the value chosen for X to determine the spell’s mana value.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn’t cause either to cease to be your commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
For spells with in their mana costs, use the value chosen for X to determine the spell’s mana value.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
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