Parade — Sacrifiez un artefact légendaire ou une créature légendaire. À chaque fois qu'un adversaire lance un sort, amassez des orques 1. À chaque fois qu'une armée que vous contrôlez inflige des blessures de combat à un joueur, l'Anneau vous tente. À chaque fois que l'Anneau vous tente, vous pouvez vous défausser de votre main. Si vous faites ainsi, piochez quatre cartes.
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
7/6
Oracle
Sauron, the Dark Lord
Legendary Creature — Avatar Horror
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
7/6
Règles
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer. [0000-00-00]
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger. [0000-00-00]
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer. [0000-00-00]
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game. [0000-00-00]
Each time the Ring tempts you, you must choose a creature if you control one. [0000-00-00]
Each player can have only one emblem named The Ring and only one Ring-bearer at a time. [0000-00-00]
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you. [0000-00-00]
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N." [0000-00-00]
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc 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 an Orc, it becomes an Orc in addition to its other types. [0000-00-00]
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army. [0000-00-00]
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types. [0000-00-00]
If you don't control an Army, the Orc 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. [0000-00-00]
Some spells and abilities that amass Orcs 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 amass Orcs. [0000-00-00]
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. [0000-00-00]
Cote
NM/MT :
non disponible
Premium :
non disponible
Classeurs
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