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Clown Car

SLZ (The Zeta Set) · #100 · EN

CLOWN CAR

Clown Car

Artifact — Vehicle

When this Vehicle enters, roll X six-sided dice. For each odd result, create a 1/1 white Clown Robot artifact creature token. For each even result, put a +1/+1 counter on this Vehicle.
Crew 2
RzadkośćUncommon
PLN regular—
PLN foil—
PLN etched—

Clown Car

Artefakt — Vehicle

Gdy ten Vehicle wchodzi, rzuć X sześciennych kości. Za każdy nieparzysty wynik stwórz token 1/1 biały Clown Robot będący artefaktem i stworzeniem. Za każdy parzysty wynik połóż znacznik +1/+1 na tym Vehicle.
Crew 2

Jak działa karta?

Przy wejściu rzucasz X sześciennych kości. Każda nieparzysta kość tworzy 1/1 Clown Robot (artefaktowe stworzenie). Każda parzysta daje +1/+1 na Clown Car. Crew 2 pozwala tapnąć stworzenia o sumie siły ≥2, by pojazd stał się stworzeniem.

Gdy Clown Car wchodzi na pole bitwy, jego wejście wywołuje zdarzenie wymagające rzutów kośćmi: rzucasz X sześciennych (sześciościennych) kości. X to wartość określona w koszcie/części kosztu wejścia tego artefaktu (np. jeśli zapłaciłeś {3} + {X} i X=4, rzucasz 4 kości). Każda kość jest rozpatrywana oddzielnie. Jeśli jedną kością wypadnie wynik nieparzysty (1, 3 lub 5), tworzysz token 1/1 biały Clown Robot, który jest artefaktem i stworzeniem. Jeśli jedną kością wypadnie wynik parzysty (2, 4 lub 6), zamiast tokena kładziesz na Clown Car jeden znacznik +1/+1. Rzuty muszą być uczciwe; cyfry mogą być modyfikowane przez inne efekty, a jeśli jakaś kość zostanie przerolowana, pierwotny wynik jest ignorowany. W grach Un- i przy X będącym nieskończonością, stosuje się zasady podane w rulingu. Crew 2 jest oddzielną zdolnością: tapasz stworzenia o łącznej sile co najmniej 2, aby Clown Car stał się stworzeniem do ataku/blokowania (dopóki jest tapped i pozostaje stworzeniem).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Zapłaciłeś X=3, więc rzucasz trzy sześcienne kości. Wyniki: 2, 3, 5. Wynik 2 jest parzysty → kładziesz jeden znacznik +1/+1 na Clown Car. Wyniki 3 i 5 są nieparzyste → tworzysz dwa tokeny 1/1 białe Clown Robot.

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

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Set
The Zeta Set (SLZ)
Data wydania
2026-09-02
Rzadkość
Uncommon
Artysta
MSCHF
Mana value
0
Mana cost
{X}
Power / Toughness
1 / 1
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
496d2bd9-163c-4baa-bd86-d64a3691ecef
Oracle ID
e0a6947f-3d52-45e0-8fd7-0bc07cc8c784
Słowa kluczowe
Crew
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper
Cechy wydruku
Reprint, Full art
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
4 008
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
714595
Cardmarket ID
906489
Illustration ID
4f60e7d6-44e9-4f2c-a6b6-dd5eca1a1af9
Status obrazu
highres_scan

Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.

Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.

Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.

In an Un- game, if X is actually infinite (Urza's Fun House is a pathway to many game states some consider to be unnatural), you can assume that every natural result on a six-sided die is rolled infinite times, leading to infinite Clown Robot tokens and infinite +1/+1 counters on Clown Car. If abilities trigger from you rolling those results, they will each trigger infinite times. Have fun!

If X is a very large number, you may be required to roll more dice than you physically can in a reasonable time frame. In such cases, we encourage you to use digital resources for simulating die rolls or generating random numbers.

Some effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.

If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.

If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.

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