ようこそ…… // ジュラシック・パーク (Jurassic World Collection)
ようこそ…… // ジュラシック・パーク back
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ようこそ…… // ジュラシック・パーク
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エンチャント — 英雄譚 // 伝説の土地

(この英雄譚が出た際とあなたのドロー・ステップの後に、伝承カウンター1個を加える。)
I ― 各対戦相手につきそれぞれ、そのプレイヤーがコントロールしていてクリーチャーでないアーティファクト最大1つを対象とする。あなたがこの英雄譚をコントロールし続けるかぎり、それは防衛を持つ0/4の壁・アーティファクト・クリーチャーになる。
II ― トランプルを持つ緑の3/3の恐竜・クリーチャー・トークン1体を生成する。ターン終了時まで、それは速攻を得る。
III ― すべての壁を破壊する。この英雄譚を追放する。その後、これを変身させた状態であなたのコントロール下で戦場に戻す。 // (ようこそ……から変身する。)
あなたの墓地にある各恐竜・カードはそれぞれ脱出を持つ。脱出コストは、そのカードのマナ・コストに「あなたの墓地にありこれでないカード3枚を追放する。」を追加したものに等しい。(あなたの墓地にあるカードを脱出コストで唱えてもよい。)
:あなたがコントロールしている恐竜1体につきを加える。
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If Welcome to… leaves the battlefield before its first chapter ability resolves, that ability will have no effect. The target noncreature artifacts won't become Walls at all.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
A noncreature permanent that turns into a creature can attack, and its abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
If you're casting an adventurer card or split card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the Adventure, the creature, or the half of the split card you chose) plus exiling three cards.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
If Welcome to… leaves the battlefield before its first chapter ability resolves, that ability will have no effect. The target noncreature artifacts won't become Walls at all.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
A noncreature permanent that turns into a creature can attack, and its abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
If you're casting an adventurer card or split card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the Adventure, the creature, or the half of the split card you chose) plus exiling three cards.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
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