T-45 Powerrüstung (Fallout)
T-45 Powerrüstung back
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T-45 Powerrüstung

Artefakt — Ausrüstung

Wenn die T-45 Powerrüstung ins Spiel kommt, erhältst du (zwei Energiemarken).
Die ausgerüstete Kreatur erhält +3/+3 und enttappt nicht während des Enttappsegments ihres Beherrschers.
Zu Beginn deines Versorgungssegments kannst du bezahlen. Falls du dies tust, enttappe die ausgerüstete Kreatur, dann lege eine Bedrohlich-, Trampelschaden- oder Lebensverknüpfung-Marke auf sie (du entscheidest).
Ausrüsten
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If an effect says you get one or more , you get that many energy counters. To pay one or more , you lose that many energy counters. You can’t pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
Some spells and abilities that give you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t get any .
If a spell or ability with one or more targets states that you “may pay” some amount of , and each permanent that it targets has become an illegal target, the spell or ability won’t resolve. You can’t pay any even if you want to.
Some triggered abilities state that you “may pay” a certain amount of . You can’t pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of as the ability resolves.
Multiple instances of menace are redundant. The same is true for trample and lifelink.
Some triggered abilities that state that you “may pay” a certain amount of describe an effect that happens “If you do.” In that case, no player may take actions to try to stop the ability’s effect after you make your choice. If the payment is followed by the phrase “When you do,” then you’ll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.
is the energy symbol. It represents one energy counter.
Energy counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Keep track of how many energy 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. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
If an effect says you get one or more , you get that many energy counters. To pay one or more , you lose that many energy counters. You can’t pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
Some spells and abilities that give you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t get any .
If a spell or ability with one or more targets states that you “may pay” some amount of , and each permanent that it targets has become an illegal target, the spell or ability won’t resolve. You can’t pay any even if you want to.
Some triggered abilities state that you “may pay” a certain amount of . You can’t pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of as the ability resolves.
Multiple instances of menace are redundant. The same is true for trample and lifelink.
Some triggered abilities that state that you “may pay” a certain amount of describe an effect that happens “If you do.” In that case, no player may take actions to try to stop the ability’s effect after you make your choice. If the payment is followed by the phrase “When you do,” then you’ll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.
is the energy symbol. It represents one energy counter.
Energy counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Keep track of how many energy 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. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
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Value
0.18€


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