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Megaton's Fate

PIP (Fallout) · #589 · EN

Megaton's Fate

Sorcery

Choose one —
• Disarm — Destroy target artifact. Create four Treasure tokens.
• Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
Do the right thing—or the wrong thing.
RzadkośćRare
PLN regular—
PLN foil6,38 zł
PLN etched—

Megaton's Fate

Sorcery

Wybierz jedno —
• Disarm — Zniszcz celowany artefakt. Stwórz cztery żetony Skarbu.
• Detonate — Megaton's Fate zadaje 8 obrażeń każdemu stworzeniu. Każdy gracz otrzymuje cztery rad countery.

Jak działa karta?

Wybierz jedną z dwóch opcji: Disarm — zniszcz artefakt i stwórz 4 Skarby; Detonate — zadaj 8 obrażeń każdemu stworzeniu i daj każdemu graczowi 4 rad countery. Rad countery to znaczniki przy graczu, które powodują wewnętrzną zdolność millującą i powodującą utratę życia na początku przedcombat głównej fazy gracza z tymi licznikami.

Megaton's Fate to sorcery z wyborem jednej z dwóch opcji przy jego rozgrywaniu. Opcja Disarm: celuj w artefakt i go zniszcz; następnie tworzysz cztery żetony Skarbu (Treasure). Opcja Detonate: zadaj 8 obrażeń każdemu stworzeniu (wszystkim stworzeniom na polu bitwy, zarówno twoim jak i przeciwników). Po zadaniu obrażeń każdy gracz otrzymuje cztery rad countery — znaczniki powiązane z graczem. Rad countery uruchamiają wewnętrzną zdolność kontrolowaną przez aktywnego gracza na początku jego przedcombat głównej fazy: ten gracz milluje liczbę kart równą liczbie posiadanych rad counterów; za każdą zmillowaną nielądową kartę traci 1 życie i usuwa jeden rad counter od siebie. Jeśli w bibliotece jest mniej kart niż liczba radów, przerzuca się tyle, ile jest, a efekty związane z millowaniem traktują te karty jako millowane wszystkie naraz.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: W twojej turze zagrywasz Megaton's Fate i wybierasz Detonate. Wszystkie stworzenia dostają 8 obrażeń; jeśli twoje stworzenie miało 6 życia, zginie. Każdy gracz dostaje cztery rad countery. Na początku twojej następnej przedcombat głównej fazy millujesz 4 karty; za każdą nielądową tracisz 1 życie i usuwasz po jednym rad counterze.

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
Chris Cold
Mana value
6
Mana cost
{5}{R}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil
Scryfall ID
9c90a103-e42f-4d12-848b-cf00f94ba83c
Oracle ID
09a688c1-21f6-4c7d-a6bd-aedc0d76a671
Słowa kluczowe
Treasure, Disarm, Detonate
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
surgefoil, universesbeyond
Watermark
—
Obramowanie / znacznik
black / triangle
EDHREC rank
9 130
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
539643
Cardmarket ID
757756
Illustration ID
5e8b0022-5067-41ad-aa0e-b66a1254b18b
Status obrazu
highres_scan

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.

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.

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.

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.”

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.

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