Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.

SCD (Starter Commander Decks) · #227 · EN
Enter the God-Eternals
Sorcery
Wyjaśnienie po polsku
Enter the God-Eternals
Sorcery
Jak działa karta?
Zadawaj 4 obrażeń celowanemu stworzeniu i zdobądź życie równe tej ilości; celowy gracz milluje 4; amass Zombies 4 (stwórz 0/0 Zombie Army token, jeśli nie masz Armii, potem daj cztery +1/+1 żetony wybranej Armii). Każdy z tych efektów wymaga prawidłowego celu i może wykonać się niezależnie.
Enter the God-Eternals toczysz jako czar sorcery z dwoma celami: celujesz w stworzenie i w gracza. Kiedy czar rozwiązuje się, wykonuje trzy efekty: 1) zadaje 4 obrażeń docelowemu stworzeniu i zdobywasz życie równe zadanym obrażeniom, 2) celowy gracz przesuwa z bibliotekę na cmentarz cztery karty (mill 4), 3) amass Zombies 4 — umieść cztery +1/+1 żetony na Armii, którą kontrolujesz; jeśli nie kontrolujesz Armii, najpierw stwórz 0/0 czarny token Zombie Army, potem na jakąś Army nałożysz cztery +1/+1 i ta Army staje się też Zombie (jeśli jeszcze nie była). Każda z tych części może się wykonać niezależnie w zależności od tego, czy jej cel jest nadal prawidłowy przy rozwiązywaniu zaklęcia. Jeśli oba cele są już nieprawidłowe, zaklęcie nie rozwiązuje się wcale i nie amassujesz 4. Jeśli jedno z nich jest nieprawidłowe, pozostałe działają normalnie zgodnie z powyższymi zasadami. Gdy stworzenie otrzyma śmiertelne obrażenia, nadal pozostaje na polu bitwy dopóki zaklęcie nie skończy rozwiązywać się; później, po zakończeniu rozwiązywania, trafiają na stos wyzwalane zdarzenia (np. zdarzenia reagujące na śmierć).
Ważne interakcje
- To cast Enter the God-Eternals you must choose two targets: a creature and a player. If you don't choose both, you can't cast it.
- When the spell resolves it attempts to do three things in this order (but all as part of the single resolving spell): 1) deal 4 damage to the targeted creature and you gain that much life, 2) the targeted player mills four cards, 3) amass Zombies 4. Each part can happen or not happen independently depending on whether its target is still legal.
- If both the targeted creature and the targeted player are illegal as the spell resolves, the spell doesn't resolve at all and you don't amass 4.
- If the creature is still a legal target but the player is not, the creature is dealt 4 damage, you gain 4 life (or life equal to damage actually dealt), and you still amass Zombies 4. No player mills cards.
- If the player is still a legal target but the creature is not, the player mills four cards and you still amass Zombies 4. No damage is dealt and you gain no life.
- If the creature is dealt lethal damage by this spell, it is still on the battlefield while the rest of the spell finishes resolving. Any triggered abilities that care about that creature dying or about damage dealt will be put on the stack after the spell has fully resolved.
- If the targeted creature has less than 4 toughness, it still is dealt 4 damage and you gain 4 life (unless it somehow prevents damage).
- When you amass Zombies 4: if you control no Army creature, first create a 0/0 black Zombie Army creature token. Then choose an Army you control (that could be the token you just made) and put four +1/+1 counters on it. If the chosen Army wasn't already a Zombie, it becomes a Zombie in addition to its other types.
- If you control multiple Army creatures when you amass, you choose which Army gets the counters. The term "amassed Army" refers to the Army you chose, even if no counters are placed on it for some reason.
- Amass works the same for other subtypes (ruling example: amass Orcs) and can make an Army gain additional creature types in addition to existing ones.
Częste pomyłki
- Mylenie kolejności działań: wszystkie części są częścią jednego efektu rozwiązywania; ale każda część może się wydarzyć lub nie w zależności od prawidłowości celu.
- Myślenie, że amass nie nastąpi, jeśli jakiś cel jest nieprawidłowy — amass nastąpi, chyba że oba cele były nieprawidłowe (wtedy czar nie rozwiąże się).
- Zakładanie, że zabicie stworzenia natychmiast usuwa je zanim zyskasz życie lub amass — stworzenie pozostaje na polu bitwy dopóki zaklęcie całkowicie się nie rozwiąże; zdarzenia wywołane przez śmierć pojawią się dopiero po zakończeniu rozwiązywania.
Przykład
Przykład: Celujesz w 2/2 stworzenie i przeciwnika jako gracza. Zaklęcie rozwiązuje się: zadaje 4 obrażeń temu stworzeniu (zabijając je), zdobywasz 4 życia, przeciwnik przesuwa cztery karty z biblioteki do cmentarza, a ty amassujesz Zombies 4 (jeśli nie masz Armii, najpierw tworzysz 0/0 Zombie Army token, a potem na nim umieszczasz cztery +1/+1). Jeśli przeciwnik stał się nielegalnym celem przed rozwiązywaniem (np. zyskał ochronę przed twoim kolorem), to nie będzie millu, ale nadal zadasz obrażenia i amassujesz, jeśli stworzenie było legalne.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Starter Commander Decks (SCD)
- Data wydania
- 2022-12-02
- Rzadkość
- Rare
- Artysta
- Daniel Ljunggren
- Mana value
- 5
- Mana cost
- Power / Toughness
- — / —
- Layout / frame
- normal / 2015
- Foil / nonfoil
- nonfoil
- Scryfall ID
- d1da08b8-08c2-44e8-874b-eb93b535e90b
- Oracle ID
- 67ee7c8b-afcc-4f09-a184-3db01f2ab175
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Amass, Mill
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil
- Platformy
- paper, mtgo
- Cechy wydruku
- Reprint
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 11 682
- Penny rank
- 3 913
- Multiverse IDs
- —
- Arena ID
- —
- MTGO ID
- 104032
- TCGplayer ID
- 456837
- Cardmarket ID
- 689130
- Illustration ID
- d5ad6aab-0019-4c14-b74b-3f0261d6871b
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
If both targets are no longer legal targets as the spell tries to resolve, it doesn't resolve. You don't amass 4.
Abilities that trigger while Enter the God-Eternals is resolving or that trigger as the target creature dies are all put onto the stack after the spell has finished resolving and the target creature has (if lethally damaged) died.
If the target player is no longer a legal target as the spell resolves but the creature is a legal target, the creature is dealt damage, you gain that much life, and you amass 4. No player moves cards from their library.
If the target creature is no longer a legal target as the spell resolves but the player is a legal target, no creature is dealt damage and you gain no life, but the target player still moves the top cards of their library and you still amass 4.
If the target creature has less than 4 toughness, Enter the God-Eternals still deals 4 damage to it and you'll gain 4 life.
If the target creature is dealt lethal damage by Enter the God-Eternals, it'll still be on the battlefield while you gain life, the target player moves cards, and you amass 4. Any abilities it has may affect these actions and may trigger on them.
You can't cast Enter the God-Eternals without targeting a creature and a player.
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