Pergaminho de Isildur
Encantamento — Saga
(Conforme esta Saga entra e após sua etapa de compra, adicione um marcador de conhecimento. Sacrifique-a após III.)
I — Ganhe o controle de até um artefato alvo enquanto você controlar Pergaminho de Isildur. O Anel tenta você.
II — Vire até duas criaturas alvo. Coloque um marcador de atordoamento em cada uma delas.
III — Compre um card para cada criatura virada que o oponente alvo controla.
I — Ganhe o controle de até um artefato alvo enquanto você controlar Pergaminho de Isildur. O Anel tenta você.
II — Vire até duas criaturas alvo. Coloque um marcador de atordoamento em cada uma delas.
III — Compre um card para cada criatura virada que o oponente alvo controla.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
If the target is not legal as Scroll of Isildur's first chapter ability tries to resolve, the ability is removed from the stack. The Ring won't tempt you.
If Scroll of Isildur leaves the battlefield or you lose control of it before its first chapter ability resolves, control of the target artifact doesn't change at all.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
If the target is not legal as Scroll of Isildur's first chapter ability tries to resolve, the ability is removed from the stack. The Ring won't tempt you.
If Scroll of Isildur leaves the battlefield or you lose control of it before its first chapter ability resolves, control of the target artifact doesn't change at all.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
Rulings
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
If the target is not legal as Scroll of Isildur's first chapter ability tries to resolve, the ability is removed from the stack. The Ring won't tempt you.
If Scroll of Isildur leaves the battlefield or you lose control of it before its first chapter ability resolves, control of the target artifact doesn't change at all.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
If the target is not legal as Scroll of Isildur's first chapter ability tries to resolve, the ability is removed from the stack. The Ring won't tempt you.
If Scroll of Isildur leaves the battlefield or you lose control of it before its first chapter ability resolves, control of the target artifact doesn't change at all.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
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