馬上槍試合

ソーサリー

あなたがコントロールしているクリーチャー1体とあなたがコントロールしていないクリーチャー1体を対象とする。その前者が騎士であるなら、ターン終了時まで、それは+2/+1の修整を受ける。その後、それらのクリーチャーは互いに格闘を行う。(それぞれはもう一方に自身のパワーに等しい点数のダメージを与える。)
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If the creature you control is an illegal target as Joust tries to resolve, no creature gets +2/+1. If that creature is a legal target but the creature you don't control isn't, it still gets +2/+1 until end of turn if it's a Knight.
You can't cast Joust unless you choose both a creature you control and a creature you don't control as targets.
The target creature you control gets +2/+1 only if it's a Knight as Joust resolves. It'll still fight if it doesn't get +2/+1.
If either target is an illegal target as Joust tries to resolve, neither creature will deal or be dealt damage.
If the creature you control is an illegal target as Joust tries to resolve, no creature gets +2/+1. If that creature is a legal target but the creature you don't control isn't, it still gets +2/+1 until end of turn if it's a Knight.
You can't cast Joust unless you choose both a creature you control and a creature you don't control as targets.
The target creature you control gets +2/+1 only if it's a Knight as Joust resolves. It'll still fight if it doesn't get +2/+1.
If either target is an illegal target as Joust tries to resolve, neither creature will deal or be dealt damage.
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