シミックの魔鍵 (Commander 2015)
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シミックの魔鍵

アーティファクト

:あなたのマナ・プールにを加える。:ターン終了時まで、シミックの魔鍵は呪禁を持つ緑であり青である2/3のカニ・アーティファクト・クリーチャーになる。(これはあなたの対戦相手がコントロールする呪文や能力の対象にならない。)
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Activating the ability that turns the Keyrune into a creature while it’s already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.
Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless.
Activating the ability that turns the Keyrune into a creature while it’s already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.
Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless.
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