Impressions

Roue de potentiel - Horizons du Modern 3

  • Toutes les impressions
  • Roue de potentiel - Horizons du Modern 3 (Rare) Roue de potentiel - Horizons du Modern 3 (Rare) Roue de potentiel - Horizons du Modern 3 (Rare)

Informations

Impression française

  • Roue de potentiel
  • Rituel
  • Vous gagnez {e}{e}{e} (trois marqueurs « énergie »), puis vous pouvez payer X {e}.
    Chaque joueur peut exiler sa main et piocher X cartes. Si X est supérieur ou égal à 7, vous pouvez jouer les cartes que vous possédez exilées de cette manière jusqu'à la fin de votre prochain tour.
  • La roue n'offre qu'un seul résultat constant : le chaos.

Impression anglaise

  • Wheel of Potential
  • Sorcery
  • You get {e}{e}{e} (three energy counters), then you may pay X {e}.
    Each player may exile their hand and draw X cards. If X is 7 or more, you may play cards you own exiled this way until the end of your next turn.
  • The wheel only has one sure output: chaos.

Oracle

  • Wheel of Potential
  • Sorcery
  • You get {e}{e}{e} , then you may pay X {e}.
    Each player may exile their hand and draw X cards. If X is 7 or more, you may play cards you own exiled this way until the end of your next turn.

Règles

  • Players decide and announce in turn order, starting with the active player, whether or not they want to exile their hand. Then, all players who chose to do so exile their hands and draw X cards. Players later in the turn order will know if players before them are exiling their hands, but they don't get to see what those players will exile to help them decide whether to exile their hands themselves. [0000-00-00]
  • You pay all costs and follow all normal timing rules for cards played this way. For example, if one of the exiled cards is a land card, you may play it only during your main phase while the stack is empty. [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 : non disponible
  • Premium : non disponible

Classeurs

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