Fantôme de Ramirez DePietro
Fantôme de Ramirez DePietro back
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Fantôme de Ramirez DePietro

Créature légendaire : esprit et pirate

Le Fantôme de Ramirez DePietro ne peut pas être bloqué par des créatures d'endurance supérieure ou égale à 3.
À chaque fois que le Fantôme de Ramirez DePietro inflige des blessures de combat à un joueur, choisissez dans un cimetière jusqu'à une carte ciblée qui a été défaussée ou qui y a été mise depuis une bibliothèque ce tour-ci. Mettez cette carte dans la main de son propriétaire.
Partenariat (Vous pouvez avoir deux commandants si les deux ont le partenariat.)

2/3
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl historicbrawl alchemy paupercommander duel oldschool premodern
Rulings

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Once a creature with toughness 2 or less has blocked this creature, changing the toughness of the blocking creature won’t cause this creature to become unblocked.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you’ve cast each from the command zone clear for “commander tax” purposes.
The middle ability can’t target cards that were discarded on previous turns or put into the graveyard from a library on previous turns.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn’t cause either to cease to be your commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Once a creature with toughness 2 or less has blocked this creature, changing the toughness of the blocking creature won’t cause this creature to become unblocked.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you’ve cast each from the command zone clear for “commander tax” purposes.
The middle ability can’t target cards that were discarded on previous turns or put into the graveyard from a library on previous turns.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn’t cause either to cease to be your commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
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