Gyruda, calamité des profondeurs
Gyruda, calamité des profondeurs back
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Gyruda, calamité des profondeurs
{U/B}{U/B}

Créature légendaire : démon et kraken

Compagnon — Votre deck de départ ne contient que des cartes avec un coût converti de mana pair. (Si cette carte est le compagnon de votre choix, vous pouvez la lancer une fois depuis l'extérieur de la partie.)
Quand Gyruda arrive sur le champ de bataille, chaque joueur met les quatre cartes du dessus de sa bibliothèque dans son cimetière. Mettez sur le champ de bataille, sous votre contrôle, une carte de créature avec un coût converti de mana pair parmi ces cartes.

6/6
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

The companion’s other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don’t all have activated abilities.
If a replacement effect causes a player to exile the top four cards of their library instead of putting them into their graveyard as Gyruda’s triggered ability resolves, the creature card you choose may be one of those cards in exile.
Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can’t reveal more than one. It remains revealed outside the game as the game begins.
The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
If a card in a player’s graveyard has in its mana cost, X is considered to be 0.
If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can’t change their mind.
You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it’s simply a card you own that’s not in your starting deck.
A card with converted mana cost 0 has an even converted mana cost.
Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
The companion’s other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don’t all have activated abilities.
If a replacement effect causes a player to exile the top four cards of their library instead of putting them into their graveyard as Gyruda’s triggered ability resolves, the creature card you choose may be one of those cards in exile.
Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can’t reveal more than one. It remains revealed outside the game as the game begins.
The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
If a card in a player’s graveyard has in its mana cost, X is considered to be 0.
If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can’t change their mind.
You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it’s simply a card you own that’s not in your starting deck.
A card with converted mana cost 0 has an even converted mana cost.
Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
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