Ruf der Nachtschwinge
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Foil
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Ruf der Nachtschwinge {2}{U}{B}

Call of the Nightwing

Hexerei Uncommon

Gatecrash #149, 2013

Bringe einen 1/1 blauen und schwarzen Schrecken-Kreaturenspielstein mit Flugfähigkeit ins Spiel. Chiffrieren (Dann kannst du diese Zauberspruchkarte auf eine Kreatur codiert, die du kontrollierst, ins Exil schicken. Immer wenn diese Kreatur einem Spieler Kampfschaden zufügt, kann ihr Beherrscher eine Kopie der codierten Karte wirken, ohne ihre Manakosten zu bezahlen.)

Aktueller Regeltext (englisch)

Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Cipher

Illustration: Adam Paquette. Platz 17.468 der meistgespielten Commander-Karten.

Legalität

Standard
Nicht legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Pauper
Nicht legal
Commander
Legal

Spielsteine und zugehörige Karten

  • Horror Spielstein, Token Creature — Horror
Regelklarstellungen (12)
  • 24.01.2013You can exile Call of the Nightwing encoded on the Horror creature token it just created.
  • 15.04.2013If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
  • 15.04.2013The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
  • 15.04.2013The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
  • 15.04.2013If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
  • 15.04.2013If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
  • 15.04.2013You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
  • 15.04.2013If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
  • 15.04.2013If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
  • 15.04.2013If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
  • 15.04.2013You choose the creature as the spell resolves. The cipher ability doesn’t target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
  • 15.04.2013The copy of the card with cipher is created in and cast from exile.

Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.

Drucke (4)