Kaiser der Knochen

Kreatur — Skelett, Adliger

Zu Beginn des Kampfes in deinem Zug schickst du bis zu eine Karte deiner Wahl aus einem Friedhof ins Exil.
: Adaptieren 2.
Immer wenn eine oder mehrere +1/+1-Marken auf den Kaiser der Knochen gelegt werden, bringe eine Kreaturenkarte, die vom Kaiser der Knochen ins Exil geschickt wurde, mit einer Endgültigkeitsmarke unter deiner Kontrolle ins Spiel. Sie erhält Eile. Opfere sie zu Beginn des nächsten Endsegments.

2/2
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
If any permanent with a finality counter on it would go to a graveyard from the battlefield, exile it instead.
Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
Multiple finality counters on a single permanent are redundant.
If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
If any permanent with a finality counter on it would go to a graveyard from the battlefield, exile it instead.
Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
Multiple finality counters on a single permanent are redundant.
If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
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Value
0.75€


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