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Amped Raptor

MH3 (Modern Horizons 3) · #513 · EN

Amped Raptor

Creature — Dinosaur

First strike
When this creature enters, you get {E}{E} (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of {E} equal to its mana value rather than paying its mana cost.
RzadkośćUncommon
PLN regular—
PLN foil5,38 zł
PLN etched—

Amped Raptor

Stwór — Dinozaur

Pierwsze uderzenie (First strike)
Gdy ten stwór wchodzi na pole bitwy, otrzymujesz {E}{E} (dwa znaczniki energii). Następnie, jeśli zagrałeś go z ręki, wygnaj karty z wierzchu swojej biblioteki, aż wygnasz kartę niebędącą lądem. Możesz zagrać tę kartę, płacąc kwotę {E} równą jej wartości many zamiast płacić jej koszt many.

Jak działa karta?

Gdy wchodzi, dostajesz dwa znaczniki energii. Jeśli grałeś go z ręki, możesz wygnąć karty aż do wygnania karty niebędącej lądem i od razu zagrać ją, płacąc {E} równą jej wartości many zamiast kosztu.

Gdy Amped Raptor wchodzi na pole bitwy, natychmiast otrzymujesz dwa znaczniki energii ({E}{E}). Jeśli rzuciłeś tę kartę z ręki, następnie wygnaj karty z wierzchu biblioteki aż wygnasz kartę niebędącą lądem, a potem możesz ją zagrać od razu, płacąc {E} równą jej wartości many zamiast jej kosztu many. Jeśli nie zapłacisz lub zrezygnujesz, ta karta pozostanie w wygnaniu.

Ważne interakcje

Częste pomyłki

Przykład

Zagrałeś Amped Raptor z ręki; wchodząc, dostałeś {E}{E}, wygnano kartę czaru o wartości many 3 i natychmiast za nią zapłaciłeś {E}{E}{E}, zagrywając ją.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

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Set
Modern Horizons 3 (MH3)
Data wydania
2024-06-14
Rzadkość
Uncommon
Artysta
Alex Konstad
Mana value
2
Mana cost
{1}{R}
Power / Toughness
2 / 1
Layout / frame
normal / 2015
Foil / nonfoil
foil
Scryfall ID
0ce50742-3eef-417e-8042-046969e9ea01
Oracle ID
3ed14ea7-ee62-4604-af3b-deafb00108c3
Słowa kluczowe
First strike
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
boosterfun, ripplefoil
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
7 783
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
553882
Cardmarket ID
774607
Illustration ID
31350eb2-31fc-4c3d-9b19-796cd57e8121
Status obrazu
highres_scan

Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

If you cast a spell for another cost "rather than paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.

If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

{E} is the energy symbol. It represents one energy counter.

Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

You choose whether or not to cast the exiled nonland card as Amped Raptor's triggered ability resolves. If you do, you do so as part of the resolution of that ability. You can't wait to cast it later in the turn. Timing restrictions based on the card's type are ignored.

Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

Any land cards exiled with Amped Raptor's triggered ability will remain in exile. If you choose not to cast the exiled nonland card (either because you don't have enough {E} or you just don't want to), that card will remain in exile as well.

Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

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