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Übertaktete Elektromagierin

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Übertaktete Elektromagierin (Overclocked Electromancer)

Manakosten{2}{R} Manabetrag3TypKreatur — Eidechse, Zauberer Farbidentität{R} Rot SeltenheitSelten EditionModern Horizons 3 Commander (M3C) KünstlerBrent Hollowell Preis0,12 € · foil 1,08 € · 0,35 $

Über diese Karte

Übertaktete Elektromagierin ist eine Karte vom Typ Kreatur aus Magic: The Gathering mit Manabetrag 3 (Farbidentität: Rot). Erstmals gedruckt in Modern Horizons 3 Commander (2024); insgesamt 2 Papierversionen. Legal in Commander, Legacy und Vintage. Günstigste Version: 0,12 € (Modern Horizons 3 Commander); teuerste: 0,16 € (Modern Horizons 3 Commander).

Übertaktete Elektromagierin {2}{R}

Kreatur — Eidechse, Zauberer
Zu Beginn des Kampfes in deinem Zug kannst du {E}{E}{E} bezahlen. Falls du dies tust, lege eine +1/+1-Marke auf die Übertaktete Elektromagierin.
Immer wenn die Übertaktete Elektromagierin angreift, verdopple ihre Stärke bis zum Ende des Zuges.
Immer wenn die Übertaktete Elektromagierin einer Kreatur Kampfschaden zufügt und falls jener Kreatur in diesem Zug überschüssiger Schaden zugefügt wurde, erhältst du X {E}, wobei X gleich dem überschüssigen Schaden ist.
Regeltext (Oracle, Englisch)
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on this creature.
Whenever this creature attacks, double its power until end of turn.
Whenever this creature 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

Name in jeder Sprache

Legalität

Regelhinweise (auf Englisch)

2024-06-07
To double Overclocked Electromancer's power, it gets +X/+0, where X is its power when its second ability resolves.

2024-06-07
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.

2024-06-07
{E} is the energy symbol. It represents one energy counter.

2024-06-07
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

2024-06-07
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.)

2024-06-07
If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, 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.

2024-06-07
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.

2024-06-07
Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

2024-06-07
Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

2024-06-07
If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

2024-06-07
Some spells and abilities that give you {E} 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 {E}.

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