Rune of Might (Kaldheim)
Rune of Might back
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Rune of Might

Enchantment — Aura Rune

Enchant permanent
When Rune of Might enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has trample.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Runes can target and be attached to any permanent, even one that isn’t currently a creature or an Equipment. You can cast a Rune choosing a Vehicle as the target, for example. The Rune’s enters-the-battlefield ability will trigger, and you’ll draw a card. The Rune won’t do anything while the Vehicle isn’t a creature, but if it becomes one later, the appropriate ability will start applying.
If the target of an Aura spell is an illegal target as that spell tries to resolve, it won’t resolve, it won’t enter the battlefield, and none of its enters-the-battlefield triggered abilities will trigger.
Runes can target and be attached to any permanent, even one that isn’t currently a creature or an Equipment. You can cast a Rune choosing a Vehicle as the target, for example. The Rune’s enters-the-battlefield ability will trigger, and you’ll draw a card. The Rune won’t do anything while the Vehicle isn’t a creature, but if it becomes one later, the appropriate ability will start applying.
If the target of an Aura spell is an illegal target as that spell tries to resolve, it won’t resolve, it won’t enter the battlefield, and none of its enters-the-battlefield triggered abilities will trigger.
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