Die Falle des Spielzeugmachers
Verzauberung
Zu Beginn deines Versorgungssegments bestimmst du geheim eine Zahl von 1 bis 5, die noch nicht bestimmt wurde. Falls du dies tust, rät ein Gegner, welche Zahl du bestimmt hast. Dann offenbarst du, welche Zahl du bestimmt hast. Falls er falsch geraten hat, verliert er Lebenspunkte in Höhe der geratenen Zahl und du ziehst eine Karte. Falls er richtig geraten hat, opfere Die Falle des Spielzeugmachers.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
If The Toymaker's Trap leaves the battlefield and later returns to the battlefield, it has no memory of which numbers were chosen for its effect before. The same is true if you control a second copy of it.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
Rulings
If The Toymaker's Trap leaves the battlefield and later returns to the battlefield, it has no memory of which numbers were chosen for its effect before. The same is true if you control a second copy of it.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
To secretly choose a number, write a number from 1 to 5 down without showing it to anyone else.
Your collection? Your decks?
Want to manage your collection and/or create decks?