Risveglio Spaventato // Incubo Persistente
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Stregoneria // Creatura — Incubo
Un avversario bersaglio mette nel suo cimitero le prime tredici carte del suo grimorio.
: Metti sul campo di battaglia il Risveglio Spaventato trasformato dal tuo cimitero. Attiva questa abilità solo quando potresti lanciare una stregoneria. // Furtivo (Questa creatura non può essere bloccata da creature con forza superiore.)
Quando l'Incubo Persistente infligge danno da combattimento a un giocatore, fallo tornare in mano al suo proprietario.
: Metti sul campo di battaglia il Risveglio Spaventato trasformato dal tuo cimitero. Attiva questa abilità solo quando potresti lanciare una stregoneria. // Furtivo (Questa creatura non può essere bloccata da creature con forza superiore.)
Quando l'Incubo Persistente infligge danno da combattimento a un giocatore, fallo tornare in mano al suo proprietario.
1/1
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
A sorcery can’t be put onto the battlefield and a permanent can’t transform into a sorcery. If an effect exiles Persistent Nightmare and then instructs you to return it to the battlefield, it remains face up in exile (unless that effect instructs you to put it onto the battlefield transformed, in which case it returns as Persistent Nightmare). If an effect instructs you to transform Persistent Nightmare, the instruction is ignored.
Skulk matters only as blockers are chosen. Modifying either creature’s power after blockers are chosen won’t cause the attacking creature to become unblocked.
If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won’t be blocked, but it won’t deal combat damage and won’t trigger any abilities that trigger when combat damage is dealt.
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
Skulk matters only as blockers are chosen. Modifying either creature’s power after blockers are chosen won’t cause the attacking creature to become unblocked.
If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won’t be blocked, but it won’t deal combat damage and won’t trigger any abilities that trigger when combat damage is dealt.
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
Rulings
A sorcery can’t be put onto the battlefield and a permanent can’t transform into a sorcery. If an effect exiles Persistent Nightmare and then instructs you to return it to the battlefield, it remains face up in exile (unless that effect instructs you to put it onto the battlefield transformed, in which case it returns as Persistent Nightmare). If an effect instructs you to transform Persistent Nightmare, the instruction is ignored.
Skulk matters only as blockers are chosen. Modifying either creature’s power after blockers are chosen won’t cause the attacking creature to become unblocked.
If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won’t be blocked, but it won’t deal combat damage and won’t trigger any abilities that trigger when combat damage is dealt.
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
Skulk matters only as blockers are chosen. Modifying either creature’s power after blockers are chosen won’t cause the attacking creature to become unblocked.
If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won’t be blocked, but it won’t deal combat damage and won’t trigger any abilities that trigger when combat damage is dealt.
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
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