The Toymaker's Trap
Enchantment
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker's Trap.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
If The Toymaker's Trap leaves the battlefield and later returns to the battlefield, it has no memory of which numbers were chosen for its effect before. The same is true if you control a second copy of it.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
Rulings
If The Toymaker's Trap leaves the battlefield and later returns to the battlefield, it has no memory of which numbers were chosen for its effect before. The same is true if you control a second copy of it.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
Votre collection ? vos decks ?
Envie de gérer votre collection et/ou créer des decks ?