Hidra da Gênese
Criatura — Planta Hidra
Quando você conjurar esta mágica, revele os X cards do topo do seu grimório. Você pode colocar um card de permanente não de terreno com valor de mana igual ou inferior a X dentre eles no campo de batalha. Depois, embaralhe o restante em seu grimório.
Hidra da Gênese entra no campo de batalha com X marcadores +1/+1.
Hidra da Gênese entra no campo de batalha com X marcadores +1/+1.
0/0
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
Rulings
Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
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