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Salvation Colossus

M3C (Modern Horizons 3 Commander) · #95 · EN

Salvation Colossus

Artifact Creature — Construct

Flying, vigilance, trample
Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn.
Unearth—Pay eight {E}. (Pay eight energy counters: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
RzadkośćRare
PLN regular1,22 zł
PLN foil—
PLN etched—

Kolos Zbawienia (Salvation Colossus)

Artefakt stwór — Konstrukcja

Latanie (Flying), Czujność (Vigilance), Tratowanie (Trample)
Za każdym razem, gdy atakujesz, inne stwory, które kontrolujesz, otrzymują +2/+2 i zyskują niezniszczalność (Indestructible) do końca tury.
Wykopanie (Unearth) — Zapłać osiem {E}. (Zapłać osiem znaczników energii: Przywróć tę kartę z twojego cmentarza na pole bitwy. Zyskuje pośpiech (Haste). Wygnaj ją na początku następnego kroku końcowego lub jeśli miałaby opuścić pole bitwy. Wykopanie działa tylko jako czar.)

Jak działa karta?

Duża latająca konstrukcja dająca wzmacniający efekt przy ataku; można ją tymczasowo przywrócić z cmentarza za osiem {E} przez Wykopanie (Unearth).

Jest to artefakt-stwór z Latanie (Flying), Czujność (Vigilance) i Tratowanie (Trample). Gdy atakujesz, wszystkie inne twoje stwory dostają +2/+2 i zyskują niezniszczalność do końca tury, co chroni je przed zniszczeniem i obrażeniami. Wykopanie (Unearth) pozwala zapłacić osiem {E}, by przywrócić tę kartę z cmentarza na pole bitwy z pośpiechem; zostanie wygnana na początku następnego kroku końcowego lub jeśli miałaby opuścić pole bitwy.

Ważne interakcje

Częste pomyłki

Przykład

Podczas twojej tury ataku masz trzy inne stwory; atakując, wszystkie trzy dostają +2/+2 i niezniszczalność na turę, co pomaga przetrwać zablokowane wymiany.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Modern Horizons 3 Commander (M3C)
Data wydania
2024-06-14
Rzadkość
Rare
Artysta
José Parodi
Mana value
8
Mana cost
{6}{W}{W}
Power / Toughness
9 / 9
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
3c6c7310-c789-4334-9aa7-1f5e891bae9f
Oracle ID
8b5c6754-36bd-44ac-b0c0-5a3cd2d9f2c3
Słowa kluczowe
Flying, Vigilance, Unearth, Trample
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
7 048
Penny rank
—
Multiverse IDs
665369
Arena ID
—
MTGO ID
127389
TCGplayer ID
552919
Cardmarket ID
772244
Illustration ID
69fe4745-c2ba-4c11-a769-0c7a5f80764c
Status obrazu
highres_scan

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 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.

At the beginning of the next end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed triggered ability won't trigger again. However, the replacement effect will still exile the permanent if it eventually leaves the battlefield.

Unearth grants haste to the permanent that's returned to the battlefield (even if it's not a creature card). However, neither of the "exile" abilities is granted to that permanent. If that permanent loses all its abilities, it will still be exiled at the beginning of the next end step, and if it would leave the battlefield, it is still exiled instead.

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.

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}.

If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will do nothing as it resolves.

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

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.

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

Keep track of how many energy counters each player has. Potential ways to track this include writing theme 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.)

If a permanent returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead—unless the spell or ability that's causing the permanent to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If that spell or ability later returns the card to the battlefield (as Static Prison might, for example), the permanent card will return to the battlefield as a new object with no relation to its previous existence. The unearth effects will no longer apply to it.

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.

Activating a card's unearth ability isn't the same as casting that card. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities will interact with unearth, but spells and abilities that interact with spells (such as Flare of Denial) will not.

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