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Experiment Twelve

MKC (Murders at Karlov Manor Commander) · #347 · EN

Experiment Twelve

Creature — Elf Lizard Warrior

Trample
Whenever this creature or another creature you control is turned face up, put +1/+1 counters on that creature equal to its power.
Disguise {4}{G} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
RzadkośćRare
PLN regular1,88 zł
PLN foil—
PLN etched—

Eksperyment Dwunasty (Experiment Twelve)

Stwór — Elf Jaszczur Wojownik

Tratowanie (Trample)
Za każdym razem, gdy ten stwór lub inny stwór, który kontrolujesz, zostanie odwrócony do pozycji odkrytej, połóż na tym stworze znaczniki +1/+1 równe jego sile.
Przebranie (Disguise) {4}{G} (Możesz rzucić tę kartę zakrytą za {3} jako istotę 2/2 z ward {2}. Odkryj ją w dowolnym momencie, płacąc jej koszt przebrania.)

Jak działa karta?

Gdy ten lub inny twój stwór zostanie odkryty, otrzymuje znaczniki +1/+1 równe swojej sile. Możesz też rzucić go zakrytego za {3} i odsłonić później, płacąc koszt Przebrania.

To stwór z Tratowaniem (Tratowanie) i zdolnością Przebranie (Disguise). Gdy ten stwór lub inny stwór, który kontrolujesz, zostanie odwrócony do pozycji odkrytej, umieszczasz na nim znaczniki +1/+1 równe jego aktualnej sile. Przebranie pozwala rzucić kartę zakrytą jako 2/2 za {3} i potem odsłonić ją, płacąc koszt przebrania, aby stała się oryginalną kartą.

Ważne interakcje

Częste pomyłki

Przykład

Rzuciłeś tę kartę zakrytą za {3} jako 2/2 z ward {2}; później odsłaniasz ją, płacąc {4}{G}, dzięki czemu od razu dostaje znaczniki +1/+1 równe jej sile.

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

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Set
Murders at Karlov Manor Commander (MKC)
Data wydania
2024-02-09
Rzadkość
Rare
Artysta
Michele Giorgi
Mana value
4
Mana cost
{3}{G}
Power / Toughness
4 / 4
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
1c1d66b4-2e40-41fd-afc8-901835108931
Oracle ID
67a10da3-76f2-4f4a-90d1-e77abb5842fe
Słowa kluczowe
Trample, Disguise
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
extendedart
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
8 283
Penny rank
—
Multiverse IDs
651509
Arena ID
—
MTGO ID
122148
TCGplayer ID
536010
Cardmarket ID
753588
Illustration ID
0e136087-f356-4eef-b0c4-9186e09527e7
Status obrazu
highres_scan

Because face-down creatures don’t have a name, they can’t have the same name as any other creature, even another face-down creature.

If a face-down creature loses its abilities, it can’t be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.

The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.

Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn’t use the stack and can’t be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.

If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.

At any time, you can look at a face-down spell or permanent you control. You can’t look at face-down permanents or spells you don’t control unless an effect instructs or allows you to do so.

You must ensure that your face-down spells and permanents can be easily differentiated from each other. You’re not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.

A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren’t affected unless the new characteristics of the object change the legality of those targets or attachments.

Turning a permanent face up or face down doesn’t change whether that permanent is tapped or untapped.

The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn’t have or change the characteristics it does have.

Because the permanent is on the battlefield both before and after it’s turned face up, turning a permanent face up doesn’t cause any enters-the-battlefield abilities to trigger.

A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.

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