Correntes da Fé
Encantamento — Aura
Encantar Permanente
Quando Correntes da Fé entra em jogo, você ganha 4 pontos de vida.
As habilidades ativadas da permanente encantada não podem ser usadas, a menos que sejam habilidades de mana. Se a permanente encantada for uma criatura, ela não poderá atacar nem bloquear.
Quando Correntes da Fé entra em jogo, você ganha 4 pontos de vida.
As habilidades ativadas da permanente encantada não podem ser usadas, a menos que sejam habilidades de mana. Se a permanente encantada for uma criatura, ela não poderá atacar nem bloquear.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
If the target permanent is an illegal target by the time Faith's Fetters tries to resolve, it doesn't resolve. It won't enter the battlefield, so its enters-the-battlefield ability won't trigger.
Faith's Fetters doesn't stop static abilities, triggered abilities, or mana abilities from working. A mana ability is an ability that produces mana, not an ability that costs mana.
Activated abilities contain a colon. They're generally written “[Cost]: [Effect].” Some keywords (such as equip) are activated abilities and will have colons in their reminder text. Loyalty abilities of planeswalkers are activated abilities.
Faith's Fetters doesn't stop static abilities, triggered abilities, or mana abilities from working. A mana ability is an ability that produces mana, not an ability that costs mana.
Activated abilities contain a colon. They're generally written “[Cost]: [Effect].” Some keywords (such as equip) are activated abilities and will have colons in their reminder text. Loyalty abilities of planeswalkers are activated abilities.
Rulings
If the target permanent is an illegal target by the time Faith's Fetters tries to resolve, it doesn't resolve. It won't enter the battlefield, so its enters-the-battlefield ability won't trigger.
Faith's Fetters doesn't stop static abilities, triggered abilities, or mana abilities from working. A mana ability is an ability that produces mana, not an ability that costs mana.
Activated abilities contain a colon. They're generally written “[Cost]: [Effect].” Some keywords (such as equip) are activated abilities and will have colons in their reminder text. Loyalty abilities of planeswalkers are activated abilities.
Faith's Fetters doesn't stop static abilities, triggered abilities, or mana abilities from working. A mana ability is an ability that produces mana, not an ability that costs mana.
Activated abilities contain a colon. They're generally written “[Cost]: [Effect].” Some keywords (such as equip) are activated abilities and will have colons in their reminder text. Loyalty abilities of planeswalkers are activated abilities.
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