Bulle de force
Enchantement
Si des blessures devaient vous être infligées, placez autant de marqueurs « sec » sur la Bulle de force à la place.
Quand il y a au moins quatre marqueurs « sec » sur la Bulle de force, sacrifiez-la.
À la fin du tour, retirez tous les marqueurs « sec » de la Bulle de force.
Quand il y a au moins quatre marqueurs « sec » sur la Bulle de force, sacrifiez-la.
À la fin du tour, retirez tous les marqueurs « sec » de la Bulle de force.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
The effect does not prevent damage, it replaces it so the damage is neither dealt or prevented.
If you take 6 damage at once, it will replace all 6 damage and put 6 counters on it. Then the second ability will trigger. Any additional damage you take before this ability resolves also results in counters, but once the ability resolves, this card is sacrificed.
If you control more than one, each time you take damage you can decide which one replaces the damage, and that one replaces all of the damage. You can’t split the damage between them. You decide each time you take damage. Note that damage from multiple sources that happens at one time (such as combat damage) gives one choice, not one per source.
If you take 6 damage at once, it will replace all 6 damage and put 6 counters on it. Then the second ability will trigger. Any additional damage you take before this ability resolves also results in counters, but once the ability resolves, this card is sacrificed.
If you control more than one, each time you take damage you can decide which one replaces the damage, and that one replaces all of the damage. You can’t split the damage between them. You decide each time you take damage. Note that damage from multiple sources that happens at one time (such as combat damage) gives one choice, not one per source.
Rulings
The effect does not prevent damage, it replaces it so the damage is neither dealt or prevented.
If you take 6 damage at once, it will replace all 6 damage and put 6 counters on it. Then the second ability will trigger. Any additional damage you take before this ability resolves also results in counters, but once the ability resolves, this card is sacrificed.
If you control more than one, each time you take damage you can decide which one replaces the damage, and that one replaces all of the damage. You can’t split the damage between them. You decide each time you take damage. Note that damage from multiple sources that happens at one time (such as combat damage) gives one choice, not one per source.
If you take 6 damage at once, it will replace all 6 damage and put 6 counters on it. Then the second ability will trigger. Any additional damage you take before this ability resolves also results in counters, but once the ability resolves, this card is sacrificed.
If you control more than one, each time you take damage you can decide which one replaces the damage, and that one replaces all of the damage. You can’t split the damage between them. You decide each time you take damage. Note that damage from multiple sources that happens at one time (such as combat damage) gives one choice, not one per source.
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