核子核弹发射器
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核子核弹发射器

神器 — 武具

佩带此武具的生物得+3/+0且具有威吓异能。(此生物只能被神器生物和/或与它有共通颜色的生物阻挡。)
每当佩带此武具的生物攻击时,直到防御牌手下一个回合的回合结束,每当该牌手施放咒语时,其得到两个拉德指示物。
佩带
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
Once the equipped creature has been blocked, changing its color or the blocking creature’s color or stopping the blocking creature from being an artifact won’t cause the equipped creature to become unblocked.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
Once the equipped creature has been blocked, changing its color or the blocking creature’s color or stopping the blocking creature from being an artifact won’t cause the equipped creature to become unblocked.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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