伏身夜行者 (Fallout)
伏身夜行者 back
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伏身夜行者

生物 — 突变体/战士

守护(每当此生物成为由对手操控之咒语或异能的目标时,除非该牌手支付,否则反击之。)
当伏身夜行者进战场时,目标牌手得到四个拉德指示物。
只要防御牌手具有拉德指示物,伏身夜行者便不能被阻挡。

4/4
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Once Nightkin Ambusher has been blocked, giving the defending player a rad counter won’t cause Nightkin Ambusher to become unblocked.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Once Nightkin Ambusher has been blocked, giving the defending player a rad counter won’t cause Nightkin Ambusher to become unblocked.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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Value
0.21€


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