Impressions

Ondu Knotmaster - Modern Horizons 3

Informations

Impression anglaise

  • Ondu Knotmaster
  • Creature — Kor Rogue
  • Lifelink
    Whenever another modified creature you control dies, put two +1/+1 counters on Ondu Knotmaster.
  • 2/2
  • Throw a Line
  • Sorcery — Adventure
  • Distribute two +1/+1 counters among one or two target creatures. (Then exile this card. You may cast the creature later from exile.)

Impression française

  • Ondu Knotmaster
  • Créature : kor et gredin
  • Lien de vie
    À chaque fois qu'une autre créature modifiée que vous contrôlez meurt, mettez deux marqueurs +1/+1 sur le Maître-noueur du Ondou.
  • 2/2
  • Lancer une corde
  • Rituel : aventure
  • Répartissez deux marqueurs +1/+1 entre une ou deux créatures ciblées. (Puis exilez cette carte. Vous pouvez lancer la créature plus tard depuis l'exil.)

Oracle

  • Ondu Knotmaster
  • Creature — Kor Rogue
  • Lifelink
    Whenever another modified creature you control dies, put two +1/+1 counters on Ondu Knotmaster.
  • 2/2
  • Throw a Line
  • Sorcery — Adventure
  • Distribute two +1/+1 counters among one or two target creatures.

Règles

  • You choose how the counters will be distributed as you cast Throw a Line. Each target must receive at least one +1/+1 counter. [0000-00-00]
  • If you choose two targets for Throw a Line, and one of the creatures is an illegal target as Throw a Line tries to resolve, the original distribution of counters still applies and the counter that would have been put on the illegal target are lost. [0000-00-00]
  • An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Ondu Knotmaster is a white and black creature card whose mana value is 4. It can't be the target of Pinnacle Monk's last ability ("When Pinnacle Monk enters the battlefield, return target instant or sorcery card from your graveyard to your hand"). [0000-00-00]
  • When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics. [0000-00-00]
  • If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Eladamri, Korvecdal ("You may cast creature spells from the top of your library") and Ondu Knotmaster is on top of your library, you can cast Ondu Knotmaster, but not Throw a Line. [0000-00-00]
  • If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later. [0000-00-00]
  • If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell. [0000-00-00]
  • You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty. [0000-00-00]
  • If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent. [0000-00-00]
  • An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure. [0000-00-00]
  • If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure. [0000-00-00]
  • If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure. [0000-00-00]
  • If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose. [0000-00-00]
  • Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure. [0000-00-00]
  • An Aura controlled by another player does not cause a creature you control to be modified. [0000-00-00]
  • A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature. [0000-00-00]
  • A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it. [0000-00-00]
  • Only creatures can be modified. If a modified creature stops being a creature, it is no longer considered modified. [0000-00-00]

Cote

  • NM/MT : non disponible
  • Premium : non disponible

Classeurs

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