Enjambeur du malheur

Woe Strider
Commander: Streets of New Capenna
#262
Enjambeur du malheur Dos de la carteEnjambeur du malheur Recto de la carte
Prix min. CT
—
Prix du marché CT
—
Prix du marché US
€0.25
TYPE
Créature — horreur

CAPACITÉ
Quand l'Enjambeur du malheur arrive, créez un jeton de créature 0/1 blanche Chèvre. Sacrifiez une autre créature : Regard 1. Échappée — {3}{B}{B}, exilez quatre autres cartes de votre cimetière. (Vous pouvez lancer cette carte depuis votre cimetière pour son coût d'échappée.) L'Enjambeur du malheur s'échappe avec deux marqueurs +1/+1 sur lui.

FORCE/ENDURANCE
3/2

ILLUSTRATEUR
John Thacker

LÉGALITÉS
Standard Future Historic Timeless Gladiator Pioneer Modern Legacy Pauper Vintage Penny Commander Oathbreaker Standardbrawl Brawl Competitivebrawl Alchemy Paupercommander Duel Oldschool Premodern Predh Tlr

LANGUES
EN FR DE IT JP KR PT RU ES ZH-CN ZH-TW

CLARIFICATIONS
  • 2020-01-24 If 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.
  • 2020-01-24 Once 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.
  • 2020-01-24 If 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.
  • 2020-01-24 If 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.
  • 2020-01-24 To 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.
  • 2020-01-24 After 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 the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
  • 2020-01-24 Escape's permission doesn't change when you may cast the spell from your graveyard.
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