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Nightkin Ambusher

PIP (Fallout) · #112 · EN

Nightkin Ambusher

Creature — Mutant Warrior

Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this creature enters, target player gets four rad counters.
This creature can't be blocked as long as defending player has a rad counter.
RzadkośćUncommon
PLN regular1,05 zł
PLN foil2,97 zł
PLN etched—

Nocny Zasadzkarz (Nightkin Ambusher)

Stwór — Mutant Wojownik

Osłona (Ward) {2} (Za każdym razem, gdy ten stwór staje się celem czaru lub zdolności kontrolowanej przez przeciwnika, skontruj go, chyba że tamten gracz zapłaci {2}.)
Gdy ten stwór wchodzi na pole bitwy, wskazany gracz otrzymuje cztery znaczniki rad.
Ten stwór nie może być zablokowany dopóki broniący się gracz ma znacznik rad.

Jak działa karta?

Stwór ma Osłonę {2}, daje wskazanemu graczowi 4 znaczniki rad przy wejściu, a jeśli broniący ma znacznik rad, stwór jest niezablokowalny.

Karta ma Osłona (Ward) {2}: gdy przeciwnik wybiera tego stwora jako cel czaru lub zdolności, ów czar lub zdolność zostanie skontruowana, chyba że tamten gracz zapłaci {2}. Po wejściu na pole bitwy karta daje wskazanemu graczowi cztery znaczniki rad. Znaczniki rad są przypisane do gracza i na początku jego precombat main phase wywołują wrodzoną zdolność mielenia kart — gracz mieli kartę równą liczbie znaczników rad, a za każdą nielądową kartę tracą 1 życie i usuwają jeden znacznik rad. Obecność znacznika rad przy broniącym się graczu czyni tego stwora niezablokowalnym dopóki ten gracz ma przynajmniej jeden znacznik rad.

Ważne interakcje

Częste pomyłki

Przykład

Gdy Nocny Zasadzkarz wchodzi, dajesz przeciwnikowi 4 znaczniki rad; na początku jego następnej precombat main phase zmieli 4 karty, stracą życie za nielądowe karty i usuną znaczniki zgodnie z ilością nielądowych kart.

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
Uncommon
Artysta
Antonio José Manzanedo
Mana value
4
Mana cost
{2}{U}{B}
Power / Toughness
4 / 4
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
ca7cfcb2-83fb-41ad-ae31-9c32c942506c
Oracle ID
2808d652-907d-4071-b386-814507a1549e
Słowa kluczowe
Ward
Tożsamość kolorów
{B}{U}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
universesbeyond
Watermark
—
Obramowanie / znacznik
black / triangle
EDHREC rank
7 255
Penny rank
—
Multiverse IDs
652199
Arena ID
—
MTGO ID
132473
TCGplayer ID
540898
Cardmarket ID
758545
Illustration ID
82c2b070-e13b-4f24-baf5-bfeaa1f389b3
Status obrazu
highres_scan

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.

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.

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.

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.

Once Nightkin Ambusher has been blocked, giving the defending player a rad counter won't cause Nightkin Ambusher to become unblocked.

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

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

Pełny rekord źródłowy JSON
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