Batailleur du Monde souterrain (Theros Beyond Death)
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Batailleur du Monde souterrain

Créature : cauchemar et cheval

Le Batailleur du Monde souterrain ne peut pas bloquer.
Échappée — , exilez trois autres cartes de votre cimetière. (Vous pouvez lancer cette carte depuis votre cimetière pour son coût d'échappée.)
Le Batailleur du Monde souterrain s'échappe avec deux marqueurs +1/+1 sur lui.

3/3
Drapeau anglais
Drapeau espagnol
Drapeau français
Drapeau allemand
Drapeau italien
Drapeau portugais
Drapeau japonais
Drapeau coréen
Drapeau russe
Drapeau chinois
Drapeau chinois
standard future historic gladiator pioneer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Escape’s permission doesn’t change when you may cast the spell from your graveyard.
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.
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 converted mana cost of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
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.
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.
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.
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.
Escape’s permission doesn’t change when you may cast the spell from your graveyard.
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.
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 converted mana cost of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
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.
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.
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.
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.
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