If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.

C18 (Commander 2018) · #40 · EN
Estrid, the Masked
Legendary Planeswalker — Estrid
−1: Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor.
−7: Mill seven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards.
Estrid, the Masked can be your commander.
Wyjaśnienie po polsku
Estrid, Zakapturzona (Estrid, the Masked)
Legendarny planeswalker — Estrid
−1: Stwórz biały żeton zaklęcia Aura o nazwie Mask przymocowany do innego wskazanego permanentu. Żeton ma zaczaruj permanent i pancerz umbry.
−7: Przemiel siedem kart. Przynieś wszystkie karty zaklęć niebędące Aurami z twojego cmentarza na pole bitwy, a następnie zrób to samo dla kart-Aura.
Estrid, the Masked może być twoim dowódcą.
Jak działa karta?
Planeswalker, który odkręca zaczarowane permanente, tworzy ochronny żeton Aura z pancerzem umbry i potrafi zwrócić wiele zaklęć z cmentarza po zmieleniu kart.
To planeswalker chroniący zaczarowane stwory przez pancerz umbry i umożliwiający odtworzenie zaklęć z cmentarza. +2 odkręca każdy zaczarowany permanent, który kontrolujesz. −1 tworzy biały żeton Aura o nazwie Mask, który zostaje przymocowany do innego wskazanego permanentu i ma zdolność zaczaruj permanent oraz pancerz umbry. −7 przemieszcza (mill) siedem kart z biblioteki do cmentarza, a potem przywraca na pole bitwy wszystkie karty zaklęć niebędące Aurami, a następnie karty-Aura z twojego cmentarza.
Ważne interakcje
- Pancerz umbry zastępuje efekt niszczenia i zamiast zniszczyć zaczarowany stwór usuwa cały obrażenia i niszczy Aurę posiadającą pancerz umbry.
- Jeżeli zwracasz Aury z cmentarza, wybierasz bezpośrednio przed wejściem, jaki permanent będą zaczarowywać; nie jest to celowanie, więc można wybrać permanent przeciwnika z hexproof.
- Jeżeli kilka Aur z pancerzem umbry mogłoby uratować ten sam stwór, będziesz musiał wybrać, którą Aurę zniszczyć zamiast stwora.
Częste pomyłki
- Mylenie pancerza umbry z regeneracją — pancerz umbry nie regeneruje ani nie odtapia stwora; usuwa wszystkie obrażenia i zamiast stwora niszczy Aurę.
- Sądzenie, że druga zdolność może celować w Estrid; sama zdolność nie może wybrać Estrid jako celu, choć żeton Mask może później zostać przeniesiony na nią innymi efektami.
Przykład
Na swojej turze używasz −1, tworzysz żeton Mask, i przyczepiasz go do swojej istoty; żeton ma pancerz umbry, więc jeśli ta istota miałaby zostać zniszczona, zamiast niej zniszczona zostanie Aura.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Commander 2018 (C18)
- Data wydania
- 2018-08-10
- Rzadkość
- Mythic
- Artysta
- Johannes Voss
- Mana value
- 4
- Mana cost
- Power / Toughness
- — / —
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil
- Scryfall ID
- 3340b83e-72dc-42e2-9f93-92f732c047df
- Oracle ID
- 7cf1fa2e-1572-4d9d-8e93-e49016b34458
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Mill
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- foil
- Platformy
- paper
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 11 550
- Penny rank
- —
- Multiverse IDs
- 450641
- Arena ID
- —
- MTGO ID
- —
- TCGplayer ID
- 170953
- Cardmarket ID
- 361700
- Illustration ID
- 9b71b26a-81f1-4cb1-bb3b-9669ca6493e1
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
You choose what each returning Aura will enchant just before that Aura enters the battlefield. The chosen recipient must be able to legally be enchanted by the Aura. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way.
An enchanted permanent is one with an Aura attached to it. Enchantment permanents you control that don't have Auras attached to them aren't enchanted.
If an Aura card can't enchant anything, it remains in your graveyard.
Estrid's second ability can't target Estrid, but the Mask token may legally enchant Estrid if you find a way to move it onto her.
Aura cards returned with Estrid's third ability may enchant non-Aura enchantments put onto the battlefield with that ability.
Estrid's second ability might target a permanent that can't have the Aura token attached to it. In this case, the token isn't created at all.
If an Aura with umbra armor is itself enchanted by another Aura with umbra armor, destroying either the first Aura or the permanent it enchants will result in only the second Aura being destroyed instead.
All of the non-Aura enchantments put onto the battlefield with Estrid's third ability enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
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