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Dynavolt Tower

KLR (Kaladesh Remastered) · #235 · EN

Dynavolt Tower

Artifact

Whenever you cast an instant or sorcery spell, you get {E}{E} (two energy counters).
{T}, Pay {E}{E}{E}{E}{E}: This artifact deals 3 damage to any target.
RzadkośćRare
PLN regular—
PLN foil—
PLN etched—

Dynavolt Tower

Artefakt

Za każdym razem, gdy rzucasz zaklęcie błyskawiczne lub czar, otrzymujesz {E}{E} (dwa znaczniki energii).
{T}, Zapłać {E}{E}{E}{E}{E}: Ten artefakt zadaje 3 obrażenia dowolnemu celowi.

Jak działa karta?

Daje {E}{E} za każde rzucane zaklęcie błyskawiczne lub czar; możesz przekręcić i zapłacić {E}{E}{E}{E}{E}, by zadać 3 obrażenia dowolnemu celowi.

Wieża daje ci znaczniki energii za każde rzucane zaklęcie błyskawiczne lub czar. Każde takie rzucenie daje {E}{E} (dwa znaczniki energii). Możesz przekręcić wieżę i zapłacić {E}{E}{E}{E}{E}, aby wieża zadała 3 obrażenia dowolnemu celowi. Znaczniki energii są zasobem gracza, nie znikają automatycznie na końcu tur i nie są maną, więc musisz mieć je już, aby za nie zapłacić.

Ważne interakcje

Częste pomyłki

Przykład

Rzucasz błyskawicę; najpierw rozwiąże się zdolność wieży i dasz sobie {E}{E}, a potem twoje zaklęcie się rozwiąże; potem możesz zapłacić 5 {E} z dotychczasowych znaczników, przekręcić wieżę i zadać 3 obrażenia.

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

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Set
Kaladesh Remastered (KLR)
Data wydania
2020-11-12
Rzadkość
Rare
Artysta
Titus Lunter
Mana value
3
Mana cost
{3}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
62c76af5-030a-4155-a03c-876404fd3f11
Oracle ID
59f56dd9-cc82-4f0d-a522-0d8ed274fa40
Słowa kluczowe
—
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
arena
Cechy wydruku
Reprint, Cyfrowa, Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
16 269
Penny rank
4 103
Multiverse IDs
548041
Arena ID
75813
MTGO ID
—
TCGplayer ID
—
Cardmarket ID
—
Illustration ID
b50b15ad-f8df-4bfa-843d-11dc942704c8
Status obrazu
lowres

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.)

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.

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.

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

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 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.

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}.

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

Dynavolt Tower's triggered ability resolves before the spell that caused it to trigger.

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