Enchanter : permanent Quand la Rune de puissance arrive sur le champ de bataille, piochez une carte. Tant que le permanent enchanté est une créature, il gagne +1/+1 et a le piétinement. Tant que le permanent enchanté est un équipement, il a « La créature équipée gagne +1/+1 et a le piétinement. »
Enchant permanent When Rune of Might enters the battlefield, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Oracle
Rune of Might
Enchantment — Aura Rune
Enchant permanent When Rune of Might enters the battlefield, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Règles
Runes can target and be attached to any permanent, even one that isn’t currently a creature or an Equipment. You can cast a Rune choosing a Vehicle as the target, for example. The Rune’s enters-the-battlefield ability will trigger, and you’ll draw a card. The Rune won’t do anything while the Vehicle isn’t a creature, but if it becomes one later, the appropriate ability will start applying. [0000-00-00]
If the target of an Aura spell is an illegal target as that spell tries to resolve, it won’t resolve, it won’t enter the battlefield, and none of its enters-the-battlefield triggered abilities will trigger. [0000-00-00]
Cote
NM/MT :
non disponible
Premium :
non disponible
Classeurs
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