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Umori, the Collector

PRM (Magic Online Promos) · #80813 · EN

Umori, the Collector

Legendary Creature — Ooze

Companion — Each nonland card in your starting deck shares a card type. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.)
As Umori enters, choose a card type.
Spells you cast of the chosen type cost {1} less to cast.
RzadkośćRare
PLN regular—
PLN foil—
PLN etched—

Umori, Kolekcjoner (Umori, the Collector)

Legendarny stwór — Galareta

Towarzysz (Companion) — Każda nie‑lądowa karta w twojej początkowej talii ma wspólny typ karty. (Jeśli ta karta jest twoim wybranym towarzyszem, możesz umieścić ją w swojej ręce spoza gry za {3} jako czar.)
Gdy Umori wchodzi na pole bitwy, wybierz typ karty.
Czary, które zagrywasz i które mają wybrany typ, kosztują {1} mniej do zagrania.

Jak działa karta?

Umori to legendarny galareta z towarzyszem; sprawdza typy kart w twojej początkowej talii. Po wejściu wybierasz typ; twoje czary o tym typie kosztują {1} mniej.

Umori jest legendarnym stworem typu Galareta z ability Towarzysz (Companion). Jeżeli zostanie wybrany jako towarzysz, sprawdza się wymaganie przy budowie początkowej talii; możesz wtedy raz na grę (w twojej głównej fazie, gdy stos jest pusty) zapłacić {3}, by umieścić go z poza gry w swojej ręce. Gdy Umori wchodzi na pole bitwy, wybierasz jeden typ kart; wszystkie czary, które zagrywasz i które mają ten typ, kosztują {1} mniej (zmniejszenie dotyczy tylko kosztu bezbarwnego).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Umori wchodzi na pole bitwy i wybierasz typ "Instants" (czary błyskawiczne); od tego momentu twoje czary błyskawiczne kosztują {1} mniej.

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

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Set
Magic Online Promos (PRM)
Data wydania
2020-04-30
Rzadkość
Rare
Artysta
Jehan Choo
Mana value
4
Mana cost
{2}{B/G}{B/G}
Power / Toughness
4 / 5
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
685bdd92-984c-4870-b5de-3e2d1fcec05d
Oracle ID
913383a1-9c0d-40a1-8c5a-b0a8a95c09a6
Słowa kluczowe
Companion
Tożsamość kolorów
{B}{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
mtgo
Cechy wydruku
Promo, Reprint, Cyfrowa
Efekty ramki
companion, legendary
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
10 786
Penny rank
6 114
Multiverse IDs
—
Arena ID
—
MTGO ID
80813
TCGplayer ID
—
Cardmarket ID
—
Illustration ID
eeab7dac-e0d0-40a7-bdbb-f36f1067466a
Status obrazu
lowres

Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.

Effects that reduce the generic mana cost of a spell (such as that of Umori) can't reduce that spell's colored mana requirements.

The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.

You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.

Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.

Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.

To satisfy Umori's companion requirement, there must be one card type that each nonland card in your starting deck has. For example, if every nonland card is an artifact creature, enchantment creature, or creature, it is satisfied; but if you have an artifact creature, an artifact, and a creature, it is not satisfied.

Land cards in your deck may have any number of additional types that may be shared with other cards or not.

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.

Artifact, creature, enchantment, instant, planeswalker, and sorcery are card types. Supertypes (such as legendary) and subtypes (such as Ooze) are not.

The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.

If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

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