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.
Tugend der Stärke // Garenbruck-Wachstum 

// 
Virtue of Strength // Garenbrig Growth
Verzauberung // Hexerei — Abenteuer Mythic
Wilds of Eldraine #197, 2023
Falls du ein Standardland für Mana tappst, erzeugt es stattdessen das Dreifache dieses Manas. — Bringe eine Kreaturen- oder Länderkarte deiner Wahl aus deinem Friedhof auf deine Hand zurück. (Schicke diese Karte dann ins Exil. Du kannst sie später als Verzauberung aus dem Exil wirken.)
Aktueller Regeltext (englisch)
If you tap a basic land for mana, it produces three times as much of that mana instead. — Return target creature or land card from your graveyard to your hand. (Then exile this card. You may cast the enchantment later from exile.)
Illustration: Piotr Dura. Platz 2.892 der meistgespielten Commander-Karten. Salzwert 0,47, kaum salzig.
Legalität
- Standard
- Legal
- Pioneer
- Legal
- Modern
- Legal
- Legacy
- Legal
- Vintage
- Legal
- Pauper
- Nicht legal
- Commander
- Legal
Kombos
-
Tugend der Stärke // Garenbruck-Wachstum + Ashaya, Seele der Wildnis + Magus des Kandelabers
∞ Mana deiner Länder∞ grünes Mana ab Stufe 3 So funktioniert es
-
Tugend der Stärke // Garenbruck-Wachstum + Anrufer des Silvanus + Agatha vom Schändlichen Kessel
∞ Mana deiner Länder∞ Stärke und Widerstandskraft für die meisten deiner Kreaturen bis Zugende∞ Enttappen deiner Länder ab Stufe 3 So funktioniert es
-
Tugend der Stärke // Garenbruck-Wachstum + Magus des Kandelabers + Tausendjähriges Elixier + Toph, erste Metallbändigerin
∞ Mana deiner Länder∞ Mana deiner Artefakte, die keine Spielsteine sind∞ Enttappen deiner Länder∞ Enttappen deiner Artefakte, die keine Spielsteine sind So funktioniert es
Kombos von Commander Spellbook, dort stehen alle mit Ablauf und Voraussetzungen.
Regelklarstellungen (17)
- 01.09.2023An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
- 01.09.2023If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- 01.09.2023Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
- 01.09.2023You're "tapping a basic land for mana" only if you're activating a mana ability of a basic land that includes the
symbol in its cost. A mana ability produces mana as part of its effect.
- 01.09.2023When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
- 01.09.2023If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.
- 01.09.2023If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.
- 01.09.2023The effects of multiple copies of Virtue of Strength are cumulative. For example, if you have two Virtue of Strengths on the battlefield, you'll get nine times the original amount and type of mana.
- 01.09.2023An object with the land card type and a basic land type has the intrinsic ability "
: Add [mana symbol]," even if the text box doesn't actually contain that text or the object has no text box. For example, a basic Forest will have the intrinsic ability "
: Add
."
- 01.09.2023If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
- 01.09.2023You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.
- 01.09.2023If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library.") and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.
- 01.09.2023If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.
- 01.09.2023An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can't be the target of Tenacious Tomeseeker's triggered ability ("return target instant or sorcery card from your graveyard to your hand").
- 01.09.2023Virtue of Strength doesn't produce any mana itself. Rather, it causes basic lands you tap for mana to produce more mana.
- 01.09.2023If an ability triggers "whenever you tap" a basic land for mana and produces mana, that triggered mana ability won't be affected by Virtue of Strength.
- 01.09.2023If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.
Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.