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Mirelurk Queen

PIP (Fallout) · #905 · EN

Mirelurk Queen

Creature — Crab Mutant

Vigilance
When this creature enters, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on this creature. This ability triggers only once each turn.
RzadkośćRare
PLN regular—
PLN foil10,93 zł
PLN etched—

Mirelurk Queen

Stworzenie — Krab Mutant

Vigilance
When this creature enters, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on this creature. This ability triggers only once each turn.

Jak działa karta?

Mirelurk Queen daje przy wejściu dwóm rad countery wybranemu graczowi. Gracz z rad counterami na początku swojej fazy głównej przedwalki zmieli po tyle kart, ile ma rad counterów (usuwa rad countery i traci życie za każde niemagiczne zmielenie). Kiedykolwiek w turze zostanie zmielona co najmniej jedna niemagiczna karta, Miraelurk Queen pozwala raz na turę dobrać kartę i dostać +1/+1 counter.

Z tekstu Oracle:
- Posiada Vigilance (Czujność) — blokuje bez tappowania.
- Przy wejściu na pole bitwy: wybierz gracza; ten gracz otrzymuje dwa rad countery (liczniki rad). Rad countery to liczniki przypisane do gracza, nie do stałego bytu (permanenta).
- Inherentna zdolność rad counterów (opisana w rulings): Na początku fazy głównej przedwalki gracza, który ma rad countery, ta osoba zmieli (mill) liczbę kart równą liczbie posiadanych rad counterów; za każdą zmieloną kartę niebędącą lądem ten gracz traci 1 życie i usuwa jeden rad counter od siebie. Ta zdolność nie ma źródła i jest kontrolowana przez aktywnego gracza. Rad countery nie znikają same z siebie — trzeba je usuwać efektami.
- Gdykolwiek jedna lub więcej niemagicznych kart zostanie zmielona, Mirelurk Queen uruchamia zdolność, która pozwala najpierw dobrać kartę, a potem położyć na niej jeden +1/+1 counter. Zdolność ta uruchamia się tylko raz na turę, niezależnie od tego, ile razy w tej turze zmielono karty ani ile kart zmielono za jednym razem (jeśli w danym zdarzeniu zmielono przynajmniej jedną niemagiczną kartę, to liczy się jako uruchomienie).

Ważne interakcje

Częste pomyłki

Przykład

Przykład prosty: Na turze X przeciwnik ma 2 rad countery (otrzymane od wejścia Mirelurk Queen). Na początku jego fazy głównej przedwalki uruchamia się inherentna zdolność: zmieli 2 karty. Jeśli przynajmniej jedna z tych kart nie była landem, Mirelurk Queen trafiła już na stos wyzwalając swoją zdolność "Whenever one or more nonland cards are milled..." — po jej rozwiązaniu dobierasz kartę i kładziesz na Mirelurk Queen jeden +1/+1 counter. Dodatkowe razy w tej turze, gdy karty będą mielone, nie spowodują kolejnych dobierów/ +1/+1 counterów, ponieważ ta zdolność uruchamia się tylko raz na turę.

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

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Set
Fallout (PIP)
Data wydania
2024-03-08
Rzadkość
Rare
Artysta
Nicholas Gregory
Mana value
5
Mana cost
{4}{U}
Power / Toughness
4 / 4
Layout / frame
normal / 2015
Foil / nonfoil
foil
Scryfall ID
5d07b1d4-9823-4797-acd6-22f1a0e31735
Oracle ID
116ef9ea-d199-49b8-89c7-d61dd92711f5
Słowa kluczowe
Vigilance
Tożsamość kolorów
{U}
Produkuje manę
—
Dostępne wykończenia
foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
extendedart
Typ promocji
surgefoil, universesbeyond
Watermark
—
Obramowanie / znacznik
black / triangle
EDHREC rank
4 194
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
540758
Cardmarket ID
758846
Illustration ID
6484c108-1808-4dce-b017-3240f62ea26b
Status obrazu
highres_scan

In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.

The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.

Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.

If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.

There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”

Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.

Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

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

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