净水计划争夺战 (Fallout)
净水计划争夺战 back
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净水计划争夺战

结界

于净水计划争夺战进战场时,选择兄弟会或英克雷。
•兄弟会~在你的维持开始时,每位对手各抓一张牌。所有牌手每以此法抓一张牌,你便抓一张牌。
•英克雷~每当任一牌手以一个或数个生物攻击你时,该牌手得到该数量两倍的拉德指示物。
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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.”
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.
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.
The number of rad counters the attacking player gets when the “Enclave” triggered ability resolves is based on the number of creatures they declared as attackers. Removing creatures from combat won’t reduce the number of rad counters they get. Similarly, creatures that enter the battlefield attacking but weren’t declared as attackers won’t increase the number of rad counters they get.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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.
If you somehow control Struggle for Project Purity and no choice was made for it (perhaps because another permanent on the battlefield became a copy of it), it has neither of the two triggered abilities.
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.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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.”
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.
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.
The number of rad counters the attacking player gets when the “Enclave” triggered ability resolves is based on the number of creatures they declared as attackers. Removing creatures from combat won’t reduce the number of rad counters they get. Similarly, creatures that enter the battlefield attacking but weren’t declared as attackers won’t increase the number of rad counters they get.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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.
If you somehow control Struggle for Project Purity and no choice was made for it (perhaps because another permanent on the battlefield became a copy of it), it has neither of the two triggered abilities.
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.
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Value
1.73€


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