Ragechien du Monde souterrain
Créature : élémental et chien de chasse
Le Ragechien du Monde souterrain attaque à chaque combat si possible.
Échappée — , exilez trois autres cartes de votre cimetière. (Vous pouvez lancer cette carte depuis votre cimetière pour son coût d'échappée.)
Le Ragechien du Monde souterrain s'échappe avec un marqueur +1/+1 sur lui.
Échappée — , exilez trois autres cartes de votre cimetière. (Vous pouvez lancer cette carte depuis votre cimetière pour son coût d'échappée.)
Le Ragechien du Monde souterrain s'échappe avec un marqueur +1/+1 sur lui.
3/1
standard
future
historic
gladiator
pioneer
explorer
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 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 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.
If Underworld Rage-Hound can’t attack for any reason (such as being tapped or having come under that player’s control that turn), then it doesn’t attack. If there’s a cost associated with having it attack, the player isn’t forced to pay that cost, so it doesn’t have to attack in that case either.
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.
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.
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.
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.
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 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.
If Underworld Rage-Hound can’t attack for any reason (such as being tapped or having come under that player’s control that turn), then it doesn’t attack. If there’s a cost associated with having it attack, the player isn’t forced to pay that cost, so it doesn’t have to attack in that case either.
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.
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.
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.
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.
Rulings
Escape’s permission doesn’t change when you may cast the spell from your graveyard.
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 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.
If Underworld Rage-Hound can’t attack for any reason (such as being tapped or having come under that player’s control that turn), then it doesn’t attack. If there’s a cost associated with having it attack, the player isn’t forced to pay that cost, so it doesn’t have to attack in that case either.
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.
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.
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.
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.
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 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.
If Underworld Rage-Hound can’t attack for any reason (such as being tapped or having come under that player’s control that turn), then it doesn’t attack. If there’s a cost associated with having it attack, the player isn’t forced to pay that cost, so it doesn’t have to attack in that case either.
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.
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.
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.
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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