Felizes para Sempre (Throne of Eldraine)
Felizes para Sempre back
Clique pour retourner la carte
Felizes para Sempre

Encantamento

Quando Felizes para Sempre entra no campo de batalha, cada jogador ganha 5 pontos de vida e compra um card.
No início de sua manutenção, se houver cinco cores entre as permanentes que você controla, houver seis ou mais tipos de card entre as permanentes que você controla e/ou entre os cards de seu cemitério e seu total de pontos de vida for igual ou superior a seu total de pontos de vida inicial, você vence o jogo.
Drapeau anglais
Drapeau espagnol
Drapeau français
Drapeau allemand
Drapeau italien
Drapeau portugais
Drapeau japonais
_alt_flag_ru
Drapeau chinois
Drapeau chinois
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

In a Two-Headed Giant game, Happily Ever After's first ability causes each team to gain 5 life twice.
Ignore the alternative characteristics of an adventurer card in your graveyard. Its alternative card type won't be counted among the card types of cards in your graveyard.
The card types that could appear among your permanents and cards in your graveyard are artifact, creature, enchantment, instant, land, planeswalker, and sorcery. Certain older sets contain tribal cards as well. Supertypes, such as legendary and basic, aren't card types.
You could have one permanent that's all five colors, or the five colors could be spread out among any number of permanents.
Lands are normally colorless permanents, even if they tap for mana of a certain color.
Players can't take any actions during your turn before your upkeep begins.
The second triggered ability of Happily Ever After has one very long intervening “if” clause. This means that all of the conditions must be true as your upkeep begins—you must control permanents with all five colors, your permanents and graveyard must contain six or more card types, and your life total must be high enough—or the ability won't trigger at all. If they're not all true as the ability resolves, you won't win the game.
In a Two-Headed Giant game, Happily Ever After's first ability causes each team to gain 5 life twice.
Ignore the alternative characteristics of an adventurer card in your graveyard. Its alternative card type won't be counted among the card types of cards in your graveyard.
The card types that could appear among your permanents and cards in your graveyard are artifact, creature, enchantment, instant, land, planeswalker, and sorcery. Certain older sets contain tribal cards as well. Supertypes, such as legendary and basic, aren't card types.
You could have one permanent that's all five colors, or the five colors could be spread out among any number of permanents.
Lands are normally colorless permanents, even if they tap for mana of a certain color.
Players can't take any actions during your turn before your upkeep begins.
The second triggered ability of Happily Ever After has one very long intervening “if” clause. This means that all of the conditions must be true as your upkeep begins—you must control permanents with all five colors, your permanents and graveyard must contain six or more card types, and your life total must be high enough—or the ability won't trigger at all. If they're not all true as the ability resolves, you won't win the game.
Votre collection ? vos decks ?
Envie de gérer votre collection et/ou créer des decks ?
Côte
0.14€

Réimpressions

Cartes liées

Liens
Les tags MCT