Statisches Gefängnis
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Statisches Gefängnis {W}

Static Prison

Verzauberung Uncommon

Modern Horizons 3 #44, 2024

Wenn das Statische Gefängnis ins Spiel kommt, schicke ein Nichtland-Permanent deiner Wahl, das ein Gegner kontrolliert, ins Exil, bis das Statische Gefängnis das Spiel verlässt. Du erhältst {E}{E} (zwei Energiemarken). Zu Beginn deiner Hauptphase vor dem Kampf opferst du das Statische Gefängnis, es sei denn, du bezahlst {E}.

Aktueller Regeltext (englisch)

When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get {E}{E} (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay {E}.

Illustration: Jason A. Engle. Platz 7.113 der meistgespielten Commander-Karten. Salzwert 0,29, kaum salzig.

Legalität

Standard
Nicht legal
Pioneer
Nicht legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Pauper
Nicht legal
Commander
Legal
Regelklarstellungen (12)
  • 07.06.2024If 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.
  • 07.06.2024If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • 07.06.2024{E} is the energy symbol. It represents one energy counter.
  • 07.06.2024Some 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}.
  • 07.06.2024If Static Prison leaves the battlefield before its first triggered ability resolves, the target permanent won't be exiled.
  • 07.06.2024Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
  • 07.06.2024If 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.
  • 07.06.2024Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • 07.06.2024Energy 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.
  • 07.06.2024Keep track of how many energy counters each player has. Potential ways to track this include writing theme 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.)
  • 07.06.2024Some 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.
  • 07.06.2024Some 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.

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

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