Acrobazie di Lae'zel (Lae'zel's Acrobatics)
Informazioni sulla carta
Acrobazie di Lae'zel è una carta di tipo istantaneo di Magic: The Gathering con valore di mana 4 (identità di colore: bianco). Prima stampa: Battle for Baldur's Gate Promos (2022); 3 versioni cartacee in totale. Ruolo in Commander: distruzione di massa. È una delle 5000 carte più giocate in Commander (posizione 2945 su EDHREC). Legale in Commander, Legacy e Vintage. Versione più economica: 3,57 € (Commander Legends: Battle for Baldur's Gate); la più cara: 3,83 € (Commander Legends: Battle for Baldur's Gate).
Acrobazie di Lae'zel 

1—9 | Rimetti sul campo di battaglia quelle carte sotto il controllo dei rispettivi proprietari all'inizio della prossima sottofase finale.
10—20 | Rimetti sul campo di battaglia quelle carte sotto il controllo dei rispettivi proprietari, poi esiliale di nuovo. Rimetti sul campo di battaglia quelle carte sotto il controllo dei rispettivi proprietari all'inizio della prossima sottofase finale.
Testo delle regole (Oracle, inglese)
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
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Legalità
Chiarimenti sulle regole (in inglese)
2022-06-10
Auras attached to the exiled creatures will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist. When the cards return to the battlefield, they will be new objects with no connection to the cards that were exiled.
2022-06-10
The creatures you control are exiled before you roll a die. Notably, this means that if any of those creatures have abilities that replace a die roll or trigger due to a die roll, those won't occur.
2022-06-10
Any abilities that trigger during the resolution of Lae'zel's Acrobatics will wait to go on the stack until after it's finished resolving. That means that if you roll 10–20, any abilities that trigger when the creatures are exiled the first time, return to the battlefield, or are exiled the second time can be put on the stack in any order. The active player puts their abilities on the stack first in an order of their choice, followed by every other player in turn order. The last ability to be put on the stack will be the first to resolve.
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