Paléontologue intrépide
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Paléontologue intrépide

Créature — humain et druide

: Ajoutez un mana de la couleur de votre choix.
: Exilez une carte ciblée depuis un cimetière.
Vous pouvez lancer des sorts de créature Dinosaure parmi les cartes que vous possédez exilées par la Paléontologue intrépide. Si vous lancez un sort de cette manière, cette créature arrive sur le champ de bataille avec un marqueur « fatalité » sur elle. (Si une créature avec un marqueur « fatalité » sur elle devait mourir, exilez-la à la place.)

2/2
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Finality counters work on any permanent, not only creatures. If a permanent with a finality counter on it would go to a graveyard from the battlefield, exile it instead.
Multiple finality counters on a single permanent are redundant.
Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
Intrepid Paleontologist must be under your control in order to start casting a Dinosaur creature spell using its last ability, but it doesn't need to stay under your control throughout that process or be under your control as the spell resolves. If, for example, you sacrifice Intrepid Paleontologist to pay an additional cost of the spell or it's destroyed in response, the spell will still resolve normally.
You must still pay all costs and follow any timing restrictions and permissions for Dinosaur creature spells you cast from exile this way. Normally, you'll be able to cast them only during your main phase while the stack is empty.
Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
Finality counters work on any permanent, not only creatures. If a permanent with a finality counter on it would go to a graveyard from the battlefield, exile it instead.
Multiple finality counters on a single permanent are redundant.
Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
Intrepid Paleontologist must be under your control in order to start casting a Dinosaur creature spell using its last ability, but it doesn't need to stay under your control throughout that process or be under your control as the spell resolves. If, for example, you sacrifice Intrepid Paleontologist to pay an additional cost of the spell or it's destroyed in response, the spell will still resolve normally.
You must still pay all costs and follow any timing restrictions and permissions for Dinosaur creature spells you cast from exile this way. Normally, you'll be able to cast them only during your main phase while the stack is empty.
Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
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