Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

CMR (Commander Legends) · #149 · EN
Sengir, the Dark Baron
Legendary Creature — Vampire Noble
Whenever another creature dies, put two +1/+1 counters on Sengir.
Whenever another player loses the game, you gain life equal to that player's life total as the turn began.
Partner (You can have two commanders if both have partner.)
Wyjaśnienie po polsku
Sengir, the Dark Baron
Legendarny stwór — Wampir Szlachcic
Za każdym razem, gdy inny stwór ginie, połóż na Sengirze dwa znaczniki +1/+1.
Za każdym razem, gdy inny gracz przegrywa grę, otrzymujesz życie równe całkowitej liczbie jego punktów życia na początku tej tury.
Partner (Możesz mieć dwóch dowódców, jeśli obaj mają partnera.)
Jak działa karta?
Lata, rośnie za każdym razem, gdy inny stwór ginie (dwa znaczniki +1/+1) i zyskujesz życie, gdy inny gracz przegrywa, równe jego punktom życia na początku tury. Ma także Partnera jako opcję dowódcy.
Sengir ma Latanie (Flying) i dwie wyzwalane umiejętności. Pierwsza: za każdym razem, gdy inny stwór ginie (np. z obrażeń lub efektu), kładziesz na Sengirze dwa znaczniki +1/+1, co trwale zwiększa jego siłę i wytrzymałość. Druga: gdy inny gracz przegrywa, zyskujesz życie równe jego punktom życia na początku tury; nawet jeśli gracz przegrał w dowolny sposób, umiejętność i tak zadziała. Ma też Partnera, więc może być używany jako dowódca w formatach z dwoma dowódcami, jeśli oba mają Partnera.
Ważne interakcje
- Jeśli masz dwóch dowódców z Partner, obaj zaczynają w strefie dowódcy i są śledzeni oddzielnie; „podatek dowódcy” liczy się osobno dla każdego z nich.
- Trzecia umiejętność wyzwala się niezależnie od sposobu, w jaki gracz przegrał grę; jeśli ty i inny gracz przegracie jednocześnie, ta umiejętność nie zdąży się rozwiązać, by uratować cię.
- Jeśli Sengir otrzyma śmiertelne obrażenia równocześnie z innymi stworami, zginą razem i druga umiejętność nie uratuje go przed śmiercią.
Częste pomyłki
- Mylenie „położenia znaczników” z dobieraniem kart lub przywracaniem życia — znaczniki +1/+1 na stałe zwiększają siłę/wytrzymałość stworzeń.
- Uważanie, że trzecia umiejętność uratuje cię, jeśli ty i inny gracz przegracie jednocześnie — wtedy zdąży się rozwiązać za późno.
Przykład
Gdy przeciwnik z 12 punktami życia zginie w swojej turze, wyzwala się trzecia umiejętność i zyskujesz 12 punktów życia.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Commander Legends (CMR)
- Data wydania
- 2020-11-20
- Rzadkość
- Rare
- Artysta
- Bastien L. Deharme
- Mana value
- 6
- Mana cost
- Power / Toughness
- 4 / 4
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 4d51a22e-74fc-442e-945a-56d02ca12713
- Oracle ID
- f49f84f9-616e-495b-8d87-4de7941f230e
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Flying, Partner
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- legendary
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 11 274
- Penny rank
- —
- Multiverse IDs
- 497669
- Arena ID
- —
- MTGO ID
- 85080
- TCGplayer ID
- 221358
- Cardmarket ID
- 491974
- Illustration ID
- 981149ac-e587-4134-b51e-b4dc5d6cf208
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
If you and another player lose the game at the same time, the third ability won't resolve in time to save you.
Sengir, the Dark Baron's third ability will trigger no matter how the player lost the game: due to a state-based action (having 0 or less life, trying to draw a card from an empty library, having 10 or more poison counters), because of a spell or effect that states they lose the game, because your awesome might has left them with no choice other than concession, or for any other reason.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If Sengir, the Dark Baron is dealt lethal damage at the same time as other creatures, they die at the same time. The second ability won't resolve in time to save Sengir, the Dark Baron.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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