Chemin de l'ardeur // Metzali, tour de triomphe
Chemin de l'ardeur // Metzali, tour de triomphe back
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Chemin de l'ardeur // Metzali, tour de triomphe
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Enchantement légendaire // Terrain légendaire

Quand le Chemin de l'ardeur arrive sur le champ de bataille, il inflige 1 blessure à chaque créature qui n'a pas l'initiative, la double initiative, la vigilance ou la célérité.
À chaque fois que vous attaquez avec au moins deux créatures qui ont l'initiative, la double initiative, la vigilance et/ou la célérité, transformez le Chemin de l'ardeur. // (Transformation du Chemin de l'ardeur.)
: Ajoutez un mana de la couleur de votre choix à votre réserve.
, : Metzali, tour de triomphe inflige 2 blessures à chaque adversaire.
, : Choisissez au hasard une créature qui a attaqué ce tour-ci. Détruisez cette créature.
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

For Path of Mettle’s last ability to trigger, any two attacking creatures you control need to each have any one of the four listed abilities. They don’t need to share one of those abilities. For example, attacking with Sun Sentinel (a creature with vigilance) and Fanatical Firebrand (a creature with haste) will cause Path of Mettle’s ability to trigger, as will attacking with two Sun Sentinels.
Metzali’s last ability can be activated before blockers are chosen.
Players can’t take actions between choosing the creature at random and destroying it.
In a Two-Headed Giant game, Metzali’s second ability causes the opposing team to lose 4 life.
Path of Mettle’s first ability deals 1 damage to each creature that doesn’t have any of the four listed abilities. It doesn’t deal 1 damage to each creature for each ability that creature doesn’t have.
A creature with indestructible can be chosen at random. It won’t be destroyed.
A creature that attacked and was removed from combat (such as by Spires of Orazca) still attacked, so it can be chosen at random.
A creature with hexproof can be chosen at random. It will be destroyed.
Metzali’s last ability can be activated after combat damage has been dealt. You’ll choose a creature at random that attacked this turn and has survived combat damage.
For more information on double-faced cards, see the Ixalan mechanics article (http://magic.wizards.com/en/articles/archive/feature/ixalan-mechanics).
A creature that was put onto the battlefield attacking didn’t attack, so it can’t be chosen at random.
For Path of Mettle’s last ability to trigger, any two attacking creatures you control need to each have any one of the four listed abilities. They don’t need to share one of those abilities. For example, attacking with Sun Sentinel (a creature with vigilance) and Fanatical Firebrand (a creature with haste) will cause Path of Mettle’s ability to trigger, as will attacking with two Sun Sentinels.
Metzali’s last ability can be activated before blockers are chosen.
Players can’t take actions between choosing the creature at random and destroying it.
In a Two-Headed Giant game, Metzali’s second ability causes the opposing team to lose 4 life.
Path of Mettle’s first ability deals 1 damage to each creature that doesn’t have any of the four listed abilities. It doesn’t deal 1 damage to each creature for each ability that creature doesn’t have.
A creature with indestructible can be chosen at random. It won’t be destroyed.
A creature that attacked and was removed from combat (such as by Spires of Orazca) still attacked, so it can be chosen at random.
A creature with hexproof can be chosen at random. It will be destroyed.
Metzali’s last ability can be activated after combat damage has been dealt. You’ll choose a creature at random that attacked this turn and has survived combat damage.
For more information on double-faced cards, see the Ixalan mechanics article (http://magic.wizards.com/en/articles/archive/feature/ixalan-mechanics).
A creature that was put onto the battlefield attacking didn’t attack, so it can’t be chosen at random.
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