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Wilder Ghul 

Feral Ghoul
Kreatur — Zombie, Mutant Rare
Fallout #44, 2024
2/2
Bedrohlich Immer wenn eine andere Kreatur, die du kontrollierst, stirbt, lege eine +1/+1-Marke auf den Wilden Ghul. Wenn der Wilde Ghul stirbt, erhält jeder Gegner so viele Verstrahlungsmarken, wie seine Stärke beträgt.
Aktueller Regeltext (englisch)
Menace Whenever another creature you control dies, put a +1/+1 counter on this creature. When this creature dies, each opponent gets a number of rad counters equal to its power.
Illustration: Sergio Cosmai. Platz 4.219 der meistgespielten Commander-Karten. Salzwert 0,32, kaum salzig.
Legalität
- Standard
- Nicht legal
- Pioneer
- Nicht legal
- Modern
- Nicht legal
- Legacy
- Legal
- Vintage
- Legal
- Pauper
- Nicht legal
- Commander
- Legal
Kombos
-
Wilder Ghul + Ashnods Altar + Animationsmodul
∞ Gegner mahlenfast ∞ Lebensverlust∞ +1/+1-Marken auf einer Kreatur∞ Todesauslöser So funktioniert es
-
Wilder Ghul + Phyrexianischer Altar + Animationsmodul
∞ Gegner mahlenfast ∞ Lebensverlust∞ +1/+1-Marken auf einer Kreatur∞ Todesauslöser So funktioniert es
-
Wilder Ghul + Animationsmodul + Thermopod
∞ Gegner mahlenfast ∞ Lebensverlust∞ +1/+1-Marken auf einer Kreatur∞ Todesauslöser So funktioniert es
Kombos von Commander Spellbook, dort stehen alle mit Ablauf und Voraussetzungen.
Regelklarstellungen (9)
- 08.03.2024The 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.
- 08.03.2024Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- 08.03.2024If 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.
- 08.03.2024Keep 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.
- 08.03.2024Rad 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.
- 08.03.2024Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- 08.03.2024There 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.”
- 08.03.2024Use Feral Ghoul’s power as it last existed on the battlefield to determine how many rad counters each opponent gets.
- 08.03.2024In 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.
Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.