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Der Meister der Schlüssel 



The Master of Keys
Legendäre Verzauberungskreatur — Schrecken Mythic
Duskmourn: House of Horror Commander #4, 2024
3/3
Fliegend Wenn Der Meister der Schlüssel ins Spiel kommt, lege X +1/+1-Marken auf ihn und mille zweimal X Karten. Jede Verzauberungskarte in deinem Friedhof hat Befreiung. Die Befreiungskosten sind gleich den Manakosten der Karte plus „Schicke drei andere Karten aus deinem Friedhof ins Exil." (Du kannst Karten aus deinem Friedhof für ihre Befreiungskosten wirken.)
Aktueller Regeltext (englisch)
Flying When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
Illustration: Wisnu Tan. Platz 5.634 der meistgespielten Commander-Karten. Salzwert 0,33, kaum salzig.
Legalität
- Standard
- Nicht legal
- Pioneer
- Nicht legal
- Modern
- Nicht legal
- Legacy
- Legal
- Vintage
- Legal
- Pauper
- Nicht legal
- Commander
- Legal
Kombos
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Der Meister der Schlüssel + Gelehrte der Zeitalter + Schwarze Kunst + Brandopfer + Leichen aufwühlen
fast ∞ schwarzes Manafast ∞ rotes ManaDeine Bibliothek ins Exilfast ∞ Magiekunst-Auslöser So funktioniert es
-
Der Meister der Schlüssel + Totentanz + Gelehrte der Zeitalter + Brandopfer + Leichen aufwühlen
fast ∞ schwarzes Manafast ∞ rotes ManaDeine Bibliothek ins Exilfast ∞ Magiekunst-Auslöser So funktioniert es
-
Der Meister der Schlüssel + Gelehrte der Zeitalter + Brandopfer + Belebung der Toten + Leichen aufwühlen
fast ∞ schwarzes Manafast ∞ rotes ManaDeine Bibliothek ins Exilfast ∞ Magiekunst-Auslöser So funktioniert es
Kombos von Commander Spellbook, dort stehen alle mit Ablauf und Voraussetzungen.
Regelklarstellungen (11)
- 20.09.2024If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- 20.09.2024If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
- 20.09.2024Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
- 20.09.2024If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- 20.09.2024If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
- 20.09.2024If The Master of Keys is no longer on the battlefield when its second ability resolves, you'll still mill twice X cards.
- 20.09.2024If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
- 20.09.2024After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters and will return to its owner's graveyard if it dies later. It can escape again.
- 20.09.2024To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
- 20.09.2024Escape's permission doesn't change when you may cast the spell from your graveyard.
- 20.09.2024If you're casting a Room with escape, you choose which half to cast, then pay the appropriate cost plus exiling three cards. The same is true for split cards, adventurer cards, and prototype cards.
Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.