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Servant of the Conduit

KLR (Kaladesh Remastered) · #182 · EN

Servant of the Conduit

Creature — Elf Druid

When this creature enters, you get {E}{E} (two energy counters).
{T}, Pay {E}: Add one mana of any color.
RzadkośćUncommon
PLN regular—
PLN foil—
PLN etched—

Sługa Przewodu (Servant of the Conduit)

Stwór — Elf Druid

Gdy ten stwór wchodzi na pole bitwy, otrzymujesz {E}{E} (dwa znaczniki energii).
{T}, Zapłać {E}: Dodaj jedną manę dowolnego koloru.

Jak działa karta?

Wchodzi i daje ci dwa znaczniki energii. Możesz przekręcić go i zapłacić jeden znacznik, by dodać jedną manę dowolnego koloru.

Gdy Sługa Przewodu wchodzi na pole bitwy, otrzymujesz dwa znaczniki energii ({E}{E}). Te znaczniki śledzi się oddzielnie — to nie mana i nie znikają na koniec fazy. Drugą zdolnością możesz przekręcić permanent ({T}) i zapłacić jeden znacznik energii ({E}), aby dodać jedną manę dowolnego koloru. Zapłata {E} powoduje utratę znacznika energii przez Ciebie; nie możesz zapłacić więcej {E} niż posiadasz.

Ważne interakcje

Częste pomyłki

Przykład

Sługa wchodzi — zaznaczasz dwa znaczniki energii. Później przekręcasz go i płacisz {E}, aby dodać {G}.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Kaladesh Remastered (KLR)
Data wydania
2020-11-12
Rzadkość
Uncommon
Artysta
Magali Villeneuve
Mana value
2
Mana cost
{1}{G}
Power / Toughness
2 / 2
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
94d33649-9532-4820-b057-c7c5fec832dc
Oracle ID
df1a8846-b4da-4e9b-8cf3-ee687e4c606b
Słowa kluczowe
—
Tożsamość kolorów
{G}
Produkuje manę
{B}{G}{R}{U}{W}
Dostępne wykończenia
nonfoil
Platformy
arena
Cechy wydruku
Reprint, Cyfrowa, Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
11 853
Penny rank
1 498
Multiverse IDs
547988
Arena ID
75760
MTGO ID
—
TCGplayer ID
—
Cardmarket ID
—
Illustration ID
d5607b18-bdf8-47ae-8466-af3feae1a8b9
Status obrazu
lowres

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.

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

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 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.

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.

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.

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

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 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}.

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