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The Master of Keys

DSC (Duskmourn: House of Horror Commander) · #4 · EN

The Master of Keys

Legendary Enchantment Creature — Horror

Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
RzadkośćMythic
PLN regular4,68 zł
PLN foil4,81 zł
PLN etched—

Mistrz Kluczy (The Master of Keys)

Legendarny enchantment stwór — Horror

Latanie (Flying)
Gdy Mistrz Kluczy wchodzi, połóż na nim X znaczników +1/+1 i przesuw (mill) dwukrotnie X kart.
Każda karta enchantment w twoim cmentarzu ma escape. Koszt escape jest równy kosztowi many tej karty oraz wygnaniu trzech innych kart z twojego cmentarza. (Możesz rzucać karty z cmentarza za ich koszt escape.)

Jak działa karta?

Legendarny enchantment-stwór z Latanie (Flying); przy wejściu otrzymuje X znaczników +1/+1 i powoduje mill 2X. Wszystkie enchantmenty w twoim cmentarzu można rzucać za ich koszt escape (koszt many + wygnaj trzy inne karty).

Mistrz Kluczy to legendarny enchantment stwór — Horror z Latanie (Flying). Gdy wchodzi na pole bitwy, kładziesz na nim X znaczników +1/+1 i przesuwasz (mill) dwukrotnie X kart z biblioteki do cmentarza. Każda karta enchantment w twoim cmentarzu zyskuje zdolność escape; jej koszt to koszt many tej karty plus wygnanie trzech innych kart z twojego cmentarza. Możesz odrzucać, poświęcać lub wyganiać odpowiednie karty, żeby spełnić wymogi escape, i od razu rzucać takie karty z cmentarza za ich koszt escape, jeśli to legalne.

Ważne interakcje

Częste pomyłki

Przykład

Jeśli zapłacisz X=3 przy wejściu, położysz trzy znaczniki +1/+1 na Mistrzu Kluczy i przesuniesz 6 kart; później możesz rzucić kartę enchantment z cmentarza, wygnawszy trzy inne karty i zapłaciwszy jej koszt escape.

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

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Set
Duskmourn: House of Horror Commander (DSC)
Data wydania
2024-09-27
Rzadkość
Mythic
Artysta
Wisnu Tan
Mana value
3
Mana cost
{X}{W}{U}{B}
Power / Toughness
3 / 3
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
3545341b-dacc-4ac8-976e-39754a62bbc3
Oracle ID
37dc566e-a91a-448c-9967-b178a93ffb62
Słowa kluczowe
Flying, Mill
Tożsamość kolorów
{B}{U}{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
legendary, inverted, enchantment
Typ promocji
—
Watermark
—
Obramowanie / znacznik
borderless / oval
EDHREC rank
5 490
Penny rank
—
Multiverse IDs
675461
Arena ID
—
MTGO ID
131409
TCGplayer ID
579080
Cardmarket ID
787968
Illustration ID
87413d9f-0470-49ed-90e6-84722439132c
Status obrazu
highres_scan

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.

If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.

After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters and will return to its owner's graveyard if it dies later. It can escape again.

If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.

If The Master of Keys is no longer on the battlefield when its second ability resolves, you'll still mill twice X cards.

Escape's permission doesn't change when you may cast the spell from your graveyard.

If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.

If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.

If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.

Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.

If you're casting a Room with escape, you choose which half to cast, then pay the appropriate cost plus exiling three cards. The same is true for split cards, adventurer cards, and prototype cards.

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