Robohirn-Kriegsstratege
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Robohirn-Kriegsstratege {3}{U}

Robobrain War Mind

Artefaktkreatur — Roboter Uncommon

Fallout #38, 2024

*/5

Die Stärke des Robohirn-Kriegsstrategen ist gleich der Anzahl an Karten auf deiner Hand. Wenn der Robohirn-Kriegsstratege ins Spiel kommt, erhältst du so viele {E} (Energiemarken), wie du Artefaktkreaturen kontrollierst. Immer wenn der Robohirn-Kriegsstratege angreift, kannst du {E}{E}{E} bezahlen. Falls du dies tust, ziehe eine Karte.

Aktueller Regeltext (englisch)

Robobrain War Mind's power is equal to the number of cards in your hand. When this creature enters, you get an amount of {E} (energy counters) equal to the number of artifact creatures you control. Whenever this creature attacks, you may pay {E}{E}{E}. If you do, draw a card.

Illustration: Leonardo Borazio. Platz 11.302 der meistgespielten Commander-Karten.

Legalität

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

Kombos (die beliebtesten 6 von 25)

Kombos von Commander Spellbook, dort stehen alle mit Ablauf und Voraussetzungen.

Regelklarstellungen (11)
  • 08.03.2024Use the number of artifact creatures you control when Robobrain War Mind's second ability resolves, including Robobrain War Mind itself if it's still on the battlefield, to determine the number of energy counters you get.
  • 08.03.2024{E} is the energy symbol. It represents one energy counter.
  • 08.03.2024Energy 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.
  • 08.03.2024Some triggered abilities that state that you "may pay" a certain amount of {E} describe 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 followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • 08.03.2024If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • 08.03.2024Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • 08.03.2024Keep 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. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • 08.03.2024Some triggered abilities state 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.
  • 08.03.2024If 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.
  • 08.03.2024The ability that defines Robobrain War Mind's power functions in all zones, not just the battlefield.
  • 08.03.2024Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

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

Drucke (2)