霊気晶の鉱夫
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霊気晶の鉱夫

クリーチャー — ドワーフ・スカウト

霊気晶の鉱夫が攻撃するたび、あなたは(エネルギー・カウンター2個)を得る。
を支払う:霊気晶の鉱夫を追放し、その後これをオーナーのコントロール下で戦場に戻す。

3/1
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If an effect says you get one or more , you get that many energy counters. To pay one or more , you lose that many energy counters. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
is the energy symbol. It represents one energy counter.
Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” to your mana pool can’t give you energy counters.
After Aethergeode Miner returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won’t be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
You can’t pay more energy counters than you have.
Energy counters are a kind of counter that a player may have. They’re not associated with specific permanents. (Other kinds of counters that players may have include poison and experience.)
Keep careful track of how many energy counters each player has. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method.
If an effect says you get one or more , you get that many energy counters. To pay one or more , you lose that many energy counters. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
is the energy symbol. It represents one energy counter.
Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” to your mana pool can’t give you energy counters.
After Aethergeode Miner returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won’t be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
You can’t pay more energy counters than you have.
Energy counters are a kind of counter that a player may have. They’re not associated with specific permanents. (Other kinds of counters that players may have include poison and experience.)
Keep careful track of how many energy counters each player has. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method.
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