気立ての良いサイボーグ、ナードル (Doctor Who)
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気立ての良いサイボーグ、ナードル

伝説のアーティファクト・クリーチャー — 科学者

:気立ての良いサイボーグ、ナードルの上にあるカウンター1個につきを加える。このマナは、クリーチャーでない呪文を唱えるためにしか支払えない。
不死(このクリーチャーが死亡したとき、これの上に+1/+1カウンターがなかった場合、これを+1/+1カウンター1個が置かれた状態でオーナーのコントロール下で戦場に戻す。)
ドクターのコンパニオン(もう一方がドクターであるなら、あなたは統率者2体を使用できる。)

1/2
Drapeau anglais
Drapeau français
Drapeau allemand
Drapeau japonais
Drapeau coréen
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

The Doctor's companion ability allows you to have two commanders if one has the ability and the other is a legendary creature that is a Time Lord Doctor and has no other creature types. Creatures with the changeling ability, for example, can't be a second commander this way.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined.
Although Doctor's companion is a new variant of the partner ability, the rules for partner have not otherwise changed. Notably, Time Lord Doctors and cards with Doctor's companion do not interact with cards which have another partner ability.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
The Doctor's companion ability allows you to have two commanders if one has the ability and the other is a legendary creature that is a Time Lord Doctor and has no other creature types. Creatures with the changeling ability, for example, can't be a second commander this way.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined.
Although Doctor's companion is a new variant of the partner ability, the rules for partner have not otherwise changed. Notably, Time Lord Doctors and cards with Doctor's companion do not interact with cards which have another partner ability.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
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