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Ghoul Ferale

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Ghoul Ferale (Feral Ghoul)

Costo{2}{B} Valore di mana3TipoCreatura — Mutante Zombie Identità di colore{B} Nero RaritàRara EspansioneFallout (PIP) IllustratoreSergio Cosmai Prezzo1,18 € · foil 1,59 € · 1,59 USD

Informazioni sulla carta

Ghoul Ferale è una carta di tipo creatura di Magic: The Gathering con valore di mana 3 (identità di colore: nero). Prima stampa: Fallout (2024); 4 versioni cartacee in totale. È una delle 5000 carte più giocate in Commander (posizione 4217 su EDHREC). Legale in Commander, Legacy e Vintage. Versione più economica: 1,22 € (Fallout); la più cara: 1,58 € (Fallout).

Ghoul Ferale {2}{B}

Creatura — Mutante Zombie
Minacciare
Ogniqualvolta un'altra creatura che controlli muore, metti un segnalino +1/+1 sul Ghoul Ferale.
Quando il Ghoul Ferale muore, ogni avversario ottiene un numero di segnalini radiazione pari alla sua forza.
Testo delle regole (Oracle, inglese)
Menace
Whenever another creature you control dies, put a +1/+1 counter on this creature.
When this creature dies, each opponent gets a number of rad counters equal to its power.
2/2

Nome in ogni lingua

FrançaisGoule sauvageEnglishFeral GhoulEspañolNecrófago salvajeDeutschWilder GhulItalianoGhoul Ferale日本語フェラル・グール

Legalità

Chiarimenti sulle regole (in inglese)

2024-03-08
Use Feral Ghoul’s power as it last existed on the battlefield to determine how many rad counters each opponent gets.

2024-03-08
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.

2024-03-08
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.

2024-03-08
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.

2024-03-08
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”

2024-03-08
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.

2024-03-08
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

2024-03-08
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.

2024-03-08
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.

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