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Akroma, Vision of Ixidor

CMR (Commander Legends) · #547 · EN

Akroma, Vision of Ixidor

Legendary Creature — Angel

Flying, first strike, vigilance, trample
At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.
Partner
RzadkośćMythic
PLN regular—
PLN foil—
PLN etched55,92 zł

Akroma, Wizja Ixidor (Akroma, Vision of Ixidor)

Legendarna istota — Anioł

Flying, first strike, vigilance, trample
At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.
Partner

Jak działa karta?

Na początku każdego pojedynku do końca tury każda inna twoja istota dostaje +1/+1 za każde z wymienionych słów kluczowych, które ma w chwili rozwiązywania się zdolności. Wielokrotne wystąpienia tego samego słowa dają tylko jedno +1/+1; różne wymienione słowa dają się kumulować.

Oracle: "Flying, first strike, vigilance, trample
At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.
Partner"

Słowa kluczowe na karcie: flying, first strike, vigilance, trample — te są trwałymi zdolnościami tej karty.

Główna wywołana zdolność: na początku każdego pojedynku (beginning of each combat) Akroma wywołuje efekt trwający do końca tury, który sprawdza dla każdej innej (other) istoty, którą kontrolujesz, czy ma każde z wymienionych słów kluczowych. Dla każdego z tych słów, jeśli istota je ma, otrzymuje +1/+1. Lista słów jest dokładnie podana: flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance oraz partner.

Ważne szczegóły i zasady działania (zgodne z rulings):
- Kiedy rozwiązuje się ta wywołana zdolność, ustalane jest, które stworzenia będą objęte i ile indywidualnie otrzyma każde z nich. Późniejsze zdobywanie lub tracenie słów kluczowych nie zmieni już przyznanych bonusów w tej turze.
- Jeśli stwór ma tę samą cechę więcej niż raz (np. dwie instancje flying) otrzyma tylko jeden bonus +1/+1 za to słowo.
- Jeśli stwór ma kilka różnych spośród wymienionych słów, otrzyma +1/+1 za każde z nich (np. stwór z flying i lifelink dostanie +2/+2).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Na początku etapu bitewnego wywołuje się zdolność Akromy. Kontrolujesz trzy inne stworzenia: A (ma flying i vigilance), B (ma lifelink i trample), C (ma tylko flying, ale później w tej samej turze zyskuje lifelink). Gdy zdolność się rozwiązuje: A otrzyma +2/+2 (za flying i vigilance), B otrzyma +2/+2 (za lifelink i trample), C otrzyma tylko +1/+1 (tylko za flying) — zdobycie lifelink później nie daje mu dodatkowego +1/+1 w tej samej rozwiązywanej instancji zdolności.

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

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Set
Commander Legends (CMR)
Data wydania
2020-11-20
Rzadkość
Mythic
Artysta
Chris Rahn
Mana value
7
Mana cost
{5}{W}{W}
Power / Toughness
6 / 6
Layout / frame
normal / 2015
Foil / nonfoil
Scryfall ID
f26a9ba3-1aaf-4422-9b24-7e388b9a6f45
Oracle ID
b9be5ce9-08bb-4361-940c-9031e429ba86
Słowa kluczowe
Flying, Vigilance, First strike, Partner, Trample
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
etched
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
inverted, etched, legendary
Typ promocji
boosterfun
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
5 180
Penny rank
—
Multiverse IDs
502697
Arena ID
—
MTGO ID
—
TCGplayer ID
—
Cardmarket ID
512955
Illustration ID
7592d666-867b-4bc5-a8e1-8af02f28a7ce
Status obrazu
highres_scan

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Which creatures are affected and the size of their individual bonuses is determined only as Akroma's triggered ability resolves. Gaining or losing keywords after that time won't cause a creature to grow or shrink.

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Akroma's ability refers only to creatures with partner or "partner with" abilities, not creatures with any other partner variant (such as choose a Background or friends forever).

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

A creature with more than one instances of one of the listed keywords gets just +1/+1 for that keyword. Similarly, if a creature has multiple variants of the same keyword (e.g. protection from black and from red), it gets just +1/+1 for that keyword.

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

A creature with more than one of the listed keyword gets +1/+1 for each of those keywords it has.

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