Tobende Ätherkobra
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Tobende Ätherkobra {4}{G}

Rampaging Aetherhood

Kreatur — Ophis, Hydra Rare

Aetherdrift Commander #15, 2025

4/4

Verursacht Trampelschaden, Abwehr {2} Zu Beginn deines Versorgungssegments erhältst du so viele {E} (Energiemarken), wie die Stärke dieser Kreatur beträgt. Dann kannst du eine oder mehrere {E} bezahlen. Falls du dies tust, lege entsprechend viele +1/+1-Marken auf diese Kreatur.

Aktueller Regeltext (englisch)

Trample, ward {2} At the beginning of your upkeep, you get an amount of {E} (energy counters) equal to this creature's power. Then you may pay one or more {E}. If you do, put that many +1/+1 counters on this creature.

TrampleWard

Illustration: Ron Spencer. Platz 8.453 der meistgespielten Commander-Karten. Salzwert 0,12, kaum salzig.

Legalität

Standard
Nicht legal
Pioneer
Nicht legal
Modern
Nicht legal
Legacy
Legal
Vintage
Legal
Pauper
Nicht legal
Commander
Legal
Regelklarstellungen (8)
  • 07.02.2025Some spells and abilities say that you “may pay” a certain amount of {E}. You can’t pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • 07.02.2025Some spells and abilities say that you “may pay” a certain amount of {E}, then describes an effect that happens “if you do.” In that case, no player may take actions to try to stop the ability’s effect after you make your choice. If the payment is instead followed by the phrase “when you do” followed by an effect, then after you choose to pay {E}, a new triggered ability called a reflexive trigger is put on the stack, and you choose targets for the reflexive trigger (if the effect asks for targets). Players may respond as normal to this new triggered ability. Once that reflexive trigger resolves, the effect will finally occur.
  • 07.02.2025Some spells and abilities which give you {E} or say you “may pay” some amount of {E} require one or more targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. None of its effects will happen, you won’t get any {E} from it, and you won’t get the chance to pay any {E} for its effects even if you want to.
  • 07.02.2025If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can’t pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • 07.02.2025{E} is the energy symbol. It represents one energy counter.
  • 07.02.2025Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.
  • 07.02.2025Energy counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • 07.02.2025Keep track of how many energy 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.

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

Drucke (2)