At the beginning of combat on your turn, you may pay {e}{e}{e}. If you do, put a +1/+1 counter on Overclocked Electromancer. Whenever Overclocked Electromancer attacks, double its power until end of turn. Whenever Overclocked Electromancer deals combat damage to a creature, if that creature was dealt excess damage this turn, you get X {e}, where X is that excess damage.
Au début du combat pendant votre tour, vous pouvez payer {e}{e}{e}. Si vous faites ainsi, mettez un marqueur +1/+1 sur l'Électromancienne survoltée. À chaque fois que l'Électromancienne survoltée attaque, doublez sa force jusqu'à la fin du tour. À chaque fois que l'Électromancienne survoltée inflige des blessures de combat à une créature, si cette créature a subi un surplus de blessures ce tour-ci, vous gagnez X {e}, X étant ce surplus de blessures.
2/2
Oracle
Overclocked Electromancer
Creature — Lizard Wizard
At the beginning of combat on your turn, you may pay {e}{e}{e}. If you do, put a +1/+1 counter on Overclocked Electromancer. Whenever Overclocked Electromancer attacks, double its power until end of turn. Whenever Overclocked Electromancer deals combat damage to a creature, if that creature was dealt excess damage this turn, you get X {e}, where X is that excess damage.
2/2
Règles
To double Overclocked Electromancer's power, it gets +X/+0, where X is its power when its second ability resolves. [0000-00-00]
Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account. [0000-00-00]
is the energy symbol. It represents one energy counter. [0000-00-00]
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents. [0000-00-00]
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.) [0000-00-00]
If an effect says you get one or more [0000-00-00]
, 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. [0000-00-00]
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. [0000-00-00]
Some triggered abilities state that you "may pay" a certain amount of [0000-00-00]
as the ability resolves. [0000-00-00]
Some triggered abilities that state that you "may pay" a certain amount of [0000-00-00]
6/7/2024 [0000-00-00]
, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any [0000-00-00]
6/7/2024 [0000-00-00]
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 [0000-00-00]
Cote
NM/MT :
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Premium :
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Classeurs
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