If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner's hand, it will cease to exist. You won't be able to cast it again.

CMR (Commander Legends) · #189 · EN
Krark, the Thumbless
Legendary Creature — Goblin Wizard
Partner (You can have two commanders if both have partner.)
"Double or nothing."
Wyjaśnienie po polsku
Krark, the Thumbless
Legendarny stwór — Goblin Czarodziej
Partner (Partner) (Możesz mieć dwóch dowódców, jeśli obaj mają partnera.)
Jak działa karta?
Gdy rzucisz instant lub sorcery, rzucasz monetą: przegrana — czar wraca do ręki właściciela; wygrana — tworzona jest jego kopia, dla której możesz wybrać nowe cele.
Za każdym razem, gdy rzucasz czar błyskawiczny lub czar uroków, uruchamia się zdolność Krarka i musisz rzucić monetą. Przy przegranym rzucie ten konkretny czar zostaje usunięty ze stosu i wraca do ręki jego właściciela; nie rozwiąże się. Przy wygranym rzucie tworzona jest kopia tego czaru na stosie, którą możesz skierować na nowe cele; kopia nie jest rzucana i nie uruchamia zdolności „gdy rzucasz czar”. Kopię utworzoną z czaru z X przy jego wartości X taką samą jak w oryginale; tryby i podział obrażeń/znaczników też pozostają takie same, o ile zasady kopii na to pozwalają.
Ważne interakcje
- Kopia utworzona po wygraniu rzutu jest tworzona na stosie, więc nie jest rzucana i nie wywoła efektów, które reagują na rzucenie czaru.
- Jeśli wygrasz rzut, kopia rozwiąże się przed oryginalnym czarem.
- Jeśli przegrasz rzut, ale oryginalny czar już nie znajduje się na stosie (np. został skontrowany), nic nie wraca do ręki.
Częste pomyłki
- Mylenie zwrócenia czaru do ręki z jego skontrowaniem — zwrócenie usuwa czar ze stosu, ale to nie jest skontrowanie.
- Zakładanie, że kopia jest rzucana i wywoła efekty „gdy rzucasz ten czar” — kopia jest tworzoną na stosie kopią i nie jest rzucana.
Przykład
Rzucasz czar błyskawiczny zadający 3 obrażenia, wygrywasz rzut — tworzona kopia trafia w wybrany cel i rozwiązuje się przed oryginałem; oryginał nadal oczekuje na rozwiązanie.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Commander Legends (CMR)
- Data wydania
- 2020-11-20
- Rzadkość
- Rare
- Artysta
- Mathias Kollros
- Mana value
- 2
- Mana cost
- Power / Toughness
- 2 / 2
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 06a981cd-1951-438e-95c9-68294795638e
- Oracle ID
- 18e421c0-2879-4ad8-b027-397f168dfbc2
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Partner
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- legendary
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 3 593
- Penny rank
- —
- Multiverse IDs
- 497709
- Arena ID
- —
- MTGO ID
- 85160
- TCGplayer ID
- 226121
- Cardmarket ID
- 509905
- Illustration ID
- 45a99cca-52e1-43c1-90b6-34064e496a97
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
If you win the flip, the spell will be copied even if it doesn't require targets.
If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.
You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).
If you win the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), the copy is still created.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
The copy from winning the flip is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
If you lose the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
If you lose the flip and the spell is returned to its owner's hand, it's removed from the stack and won't resolve. This isn't the same as countering the spell, and a spell that can't be countered can be returned to hand.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
Krark's ability triggers at the same time as any other abilities that say "When you cast this spell" or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.
If you win the flip, the copy will resolve before the original spell does.
Pełny rekord źródłowy JSON
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