standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
historicbrawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
The number of lands you control is checked as you set this scheme in motion and again as its second ability resolves. Once this scheme has been set in motion, you can’t play a land or use an effect to put one onto the battlefield before the second ability could trigger.
This scheme’s first ability isn’t a mana ability. Opponents may respond to it before you have that mana.
This scheme adds mana during your precombat main phase. If you don’t spend it before you move to your combat step, it will empty from your mana pool as your main phase ends.
This scheme’s first ability isn’t a mana ability. Opponents may respond to it before you have that mana.
This scheme adds mana during your precombat main phase. If you don’t spend it before you move to your combat step, it will empty from your mana pool as your main phase ends.
Rulings
The number of lands you control is checked as you set this scheme in motion and again as its second ability resolves. Once this scheme has been set in motion, you can’t play a land or use an effect to put one onto the battlefield before the second ability could trigger.
This scheme’s first ability isn’t a mana ability. Opponents may respond to it before you have that mana.
This scheme adds mana during your precombat main phase. If you don’t spend it before you move to your combat step, it will empty from your mana pool as your main phase ends.
This scheme’s first ability isn’t a mana ability. Opponents may respond to it before you have that mana.
This scheme adds mana during your precombat main phase. If you don’t spend it before you move to your combat step, it will empty from your mana pool as your main phase ends.
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