Strong, unzivilisierter Mime
Normal
Preis nur für Mitglieder
Foil
Preis nur für Mitglieder

Preise, Preisverlauf und die Werte von Cardmarket siehst du mit einem kostenlosen Konto. Dazu legst du die Karte in deine Sammlung, auf die Wunschliste oder ins Deck.

Strong, unzivilisierter Mime {4}{G}{G}

Strong, the Brutish Thespian

Legendäre Kreatur — Mutant, Berserker Rare

Fallout #84, 2024

7/7

Abwehr {2} Erzürnen — Immer wenn Strong Schaden zugefügt wird, erhältst du drei Verstrahlungsmarken und legst drei +1/+1-Marken auf Strong. Durch Verstrahlung erhältst du Lebenspunkte dazu, statt Lebenspunkte zu verlieren.

Aktueller Regeltext (englisch)

Ward {2} Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong. You gain life rather than lose life from radiation.

„Strong Geheimnis von Menschenkraft von Mack Beth lernen."

EnrageWard

Illustration: Jason Rainville. Platz 6.258 der meistgespielten Commander-Karten. Salzwert 0,22, kaum salzig.

Legalität

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

Kombos

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

Regelklarstellungen (11)
  • 08.03.2024Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
  • 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.
  • 08.03.2024The 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 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.
  • 08.03.2024If multiple sources deal damage to Strong at the same time, most likely because multiple creatures blocked it, its enrage ability will trigger only once.
  • 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.
  • 08.03.2024Strong’s last ability changes what happens when the inherent triggered ability associated with having rad counters resolves. You’ll still mill cards equal to the number of rad counters you have, and you’ll still remove a rad counter from yourself for each nonland card you milled, but instead of losing life, you’ll gain 1 life for each nonland card you milled.
  • 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.”
  • 08.03.2024If lethal damage is dealt to Strong, its enrage ability triggers. Strong leaves the battlefield before that ability resolves, so you won’t put three +1/+1 counters on it. In this or any other case where Strong is no longer on the battlefield when its enrage ability resolves, you’ll still get three rad counters.
  • 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.

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

Drucke (4)