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T-45 Power Armor

PIP (Fallout) · #145 · EN

T-45 Power Armor

Artifact — Equipment

When this Equipment enters, you get {E}{E} (two energy counters).
Equipped creature gets +3/+3 and doesn't untap during its controller's untap step.
At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it.
Equip {3}
RzadkośćRare
PLN regular1,18 zł
PLN foil2,23 zł
PLN etched—

Pancerz Mocy T-45 (T-45 Power Armor)

Artefakt — Wyposażenie

Gdy to Wyposażenie wchodzi na pole bitwy, otrzymujesz {E}{E} (dwa znaczniki energii).
Wyposażony stwór otrzymuje +3/+3 i nie odkręca się podczas kroku odkręcania jego kontrolera.
Na początku twojego utrzymania możesz zapłacić {E}. Jeśli to zrobisz, odkręć wyposażony stwór, a następnie połóż wybrany przez siebie znacznik menace, przebicia (trample) lub lifelinku (lifelink) na nim.
Wyposaż (Equip) {3}

Jak działa karta?

Wyposażony stwór dostaje +3/+3 i nie odkręca się automatycznie; możesz płacić energię, by go odkręcać i dawać mu jeden z trzech znaczników.

Gdy to wyposażenie wchodzi na pole bitwy, dostajesz dwa znaczniki energii ({E}{E}), które są przechowywane przy tobie jako zasób. Wyposażony stwór dostaje +3/+3, ale nie odkręca się podczas kroku odkręcania jego kontrolera. Na początku twojego utrzymania możesz zapłacić {E}; jeśli zapłacisz, odkręcasz wyposażony stwór, a potem kładziesz na nim jeden wybrany znacznik: menace, przebicia (trample) lub lifelinku; wielokrotne takie znaczniki tego samego typu są zbędne.

Ważne interakcje

Częste pomyłki

Przykład

Masz 1 znacznik energii; Pancerz wchodzi i dostajesz {E}{E}, teraz masz 3. Na początku kolejnego utrzymania płacisz {E}, odkręcasz wyposażony stwór i kładziesz na nim znacznik przebicia.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Fallout (PIP)
Data wydania
2024-03-08
Rzadkość
Rare
Artysta
Diego Gisbert
Mana value
2
Mana cost
{2}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
203b1cb3-5eae-469a-8a5a-2e56dc859f78
Oracle ID
370aced9-d8bc-4abe-b648-4c62b5aee5ba
Słowa kluczowe
Equip
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
universesbeyond
Watermark
—
Obramowanie / znacznik
black / triangle
EDHREC rank
8 776
Penny rank
—
Multiverse IDs
652232
Arena ID
—
MTGO ID
132539
TCGplayer ID
539374
Cardmarket ID
757698
Illustration ID
b91ebac6-3fcd-4702-b831-395df06e6a76
Status obrazu
highres_scan

Keep track of how many energy 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. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

{E} is the energy symbol. It represents one energy counter.

Multiple instances of menace are redundant. The same is true for trample and lifelink.

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.

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.

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.

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.

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}.

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.

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

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