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.

KLD (Kaladesh) · #167 · EN
Riparian Tiger
Creature — Cat
When this creature enters, you get
Whenever this creature attacks, you may pay
Wyjaśnienie po polsku
Tygrys Nadrzeczny (Riparian Tiger)
Stwór — Kot
Gdy ten stwór wchodzi na pole bitwy, dostajesz
Za każdym razem, gdy ten stwór atakuje, możesz zapłacić
Jak działa karta?
Wchodzi i daje ci dwa znaczniki energii; przy ataku możesz zapłacić , by tymczasowo dać mu +2/+2. Ma Tratowanie (Trample).
To prosty stwór, który daje graczowi dwa znaczniki energii wchodząc na pole bitwy i ma opcjonalne wydanie tych znaczników przy ataku, by dać sobie tymczasowe wzmocnienie. Tratowanie (Trample) pozwala nadwyżkę obrażeń przejść na kontrolera bloku. Znaczniki energii są zasobem gracza — płacisz je, tracąc odpowiednią liczbę znaczników.
Ważne interakcje
to symbol oznaczający jeden znacznik energii; znaczniki energii nie są maną i nie znikają same z siebie.
- Znaczniki energii są przypisane do gracza, a nie do permanentu — zapisuj ile każdy gracz ma.
- Gdy zdolność mówi "możesz zapłacić
", możesz zapłacić tylko raz podczas rozwiązywania tej zdolności; nie można płacić wielokrotnie, by mnożyć efekt.
Częste pomyłki
- Mylenie
z maną —
to znaczniki energii, nie mana.
- Próbować zapłacić
wiele razy dla tego samego ataku; zdolność pozwala zapłacić ją tylko raz podczas jej rozwiązywania.
Przykład
Gdy Tygrys Nadrzeczny wchodzi na pole bitwy, dostajesz . Następnie podczas ataku możesz zapłacić
, aby dać mu +2/+2 do końca tury.
Dane wydruku
- Set
Kaladesh (KLD)
- Data wydania
- 2016-09-30
- Rzadkość
- Common
- Artysta
- Igor Kieryluk
- Mana value
- 5
- Mana cost
- Power / Toughness
- 4 / 4
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- ccf7e050-9631-431c-bcae-f74d91d537b0
- Oracle ID
- dbb6b7f0-33fd-4530-a621-114148fb3929
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Trample
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 27 728
- Penny rank
- 16 249
- Multiverse IDs
- 417740
- Arena ID
- —
- MTGO ID
- 62009
- TCGplayer ID
- 123160
- Cardmarket ID
- 292856
- Illustration ID
- 66d01412-8798-4c78-bc3b-802eb0088cc6
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
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.
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.
{E} is the energy symbol. It represents one energy counter.
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.
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.)
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.
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}.
Pełny rekord źródłowy JSON
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