Duellante Mentale

Duelist of the Mind
Outlaws of Thunder Junction
Prezzo Min CT
Prezzo di Mercato CT
Prezzo di Mercato US
$1.16
TIPO
Creatura — Consigliere Umano

ABILITÀ
Volare, cautela La forza del Duellante Mentale è pari al numero di carte che hai pescato in questo turno. Ogniqualvolta commetti un crimine, puoi pescare una carta. Se lo fai, scarta una carta. Questa abilità si innesca solo una volta per turno.

FORZA/COSTITUZIONE
*/3

TESTO
Nathan Steuer, XXVIII Campione del Mondo

ILLUSTRATORE
Darren Tan

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

LINGUE
DE EN ES FR IT JP PT ZH-CN

REGOLE
  • 2024-04-12 Changing the target or targets of a spell or ability won’t affect whether or not the controller of that spell or ability has committed a crime. Only the initial targets chosen for that spell or ability are used to determine whether or not its controller committed a crime.
  • 2024-04-12 The spell or ability that constituted a crime doesn’t have to have resolved yet or at all. As soon as you’re finished casting the spell, activating the ability, or putting the triggered ability on the stack, you’ve committed a crime.
  • 2024-04-12 A player can commit only one crime per spell or ability they control. Targeting multiple opponents, permanents, spells, abilities, and/or cards with the same spell or ability doesn’t constitute committing multiple crimes.
  • 2024-04-12 A player commits a crime as they cast a spell, activate an ability, or put a triggered ability on the stack that targets at least one opponent, at least one permanent, spell, or ability an opponent controls, and/or at least one card in an opponent’s graveyard.
  • 2024-04-12 The ability that defines Duelist of the Mind’s power works in all zones, not just the battlefield.
  • 2024-04-12 For example, an ability that triggers when you cast a spell that targets an opponent will trigger at the same time as an ability that triggers whenever you commit a crime. Those abilities can be put on the stack in either order (if you control them both), and they’ll both resolve before the spell that caused them to trigger.
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