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Cricca di Burattinai

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Cricca di Burattinai (Puppeteer Clique)

Costo{3}{B}{B} Valore di mana5TipoCreatura — Mago Spiritello Identità di colore{B} Nero RaritàRara EspansioneWilds of Eldraine Commander (WOC) IllustratoreDaren Bader Prezzo0,24 € · 0,26 USD

Informazioni sulla carta

Cricca di Burattinai è una carta di tipo creatura di Magic: The Gathering con valore di mana 5 (identità di colore: nero). Prima stampa: Shadowmoor (2008); 7 versioni cartacee in totale. È una delle 5000 carte più giocate in Commander (posizione 2618 su EDHREC). Legale in Commander, Modern, Legacy e Vintage. Versione più economica: 0,24 € (Lorwyn Eclipsed Commander); la più cara: 0,62 € (Shadowmoor).

Cricca di Burattinai {3}{B}{B}

Creatura — Mago Spiritello
Volare
Quando la Cricca di Burattinai entra nel campo di battaglia, metti sul campo di battaglia sotto il tuo controllo una carta creatura bersaglio dal cimitero di un avversario. Ha rapidità. All'inizio della tua prossima sottofase finale, esiliala.
Persistere (Quando questa creatura muore, se non aveva segnalini -1/-1, rimettila sul campo di battaglia sotto il controllo del suo proprietario con un segnalino -1/-1.)
Testo delle regole (Oracle, inglese)
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
3/2

Nome in ogni lingua

FrançaisClique des marionnettistesEnglishPuppeteer CliqueEspañolPandilla de titiriterosDeutschPuppenspieler-CliqueItalianoCricca di BurattinaiPortuguêsFacção Titeriteira日本語くぐつ師の徒党

Legalità

Chiarimenti sulle regole (in inglese)

2013-06-07
When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.

2013-06-07
If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.

2013-06-07
If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.

2013-06-07
If a creature with persist stops being a creature, persist will still work.

2013-06-07
The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.

2013-06-07
If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.

2013-06-07
If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.

Stampe (7)

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