Croxa, Titã da Fome da Morte

Criatura Lendária — Ancião Gigante

Quando Croxa entrar no campo de batalha, sacrifique-o, a menos que ele tenha escapado.
Toda vez que Croxa entra no campo de batalha ou ataca, cada oponente descarta um card. Em seguida, cada oponente que não tenha descartado um card que não seja um terreno dessa forma perde 3 pontos de vida.
Escapatória — , exile cinco outros cards de seu cemitério. (Você pode conjurar este card de seu cemitério pagando seu custo de escapatória.)

6/6
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Kroxa’s first ability causes you to sacrifice it if you didn’t cast it, or if it was cast using any permission other than an escape ability.
As the second ability resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) chooses a card in hand without revealing it, then each other opponent in turn order does the same. All the chosen cards are discarded at the same time, and then the appropriate players lose 3 life each.
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.
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.
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 converted mana cost of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
Escape’s permission doesn’t change when you may cast the spell from your graveyard.
Kroxa’s second ability triggers when it enters the battlefield, even if it didn’t escape.
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.
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.
An opponent loses 3 life if they discard a land card or if they can’t discard a card at all.
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.
Kroxa’s first ability causes you to sacrifice it if you didn’t cast it, or if it was cast using any permission other than an escape ability.
As the second ability resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) chooses a card in hand without revealing it, then each other opponent in turn order does the same. All the chosen cards are discarded at the same time, and then the appropriate players lose 3 life each.
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.
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.
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 converted mana cost of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
Escape’s permission doesn’t change when you may cast the spell from your graveyard.
Kroxa’s second ability triggers when it enters the battlefield, even if it didn’t escape.
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.
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.
An opponent loses 3 life if they discard a land card or if they can’t discard a card at all.
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.
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Value
257.52€


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