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Tread Mill

UST (Unstable) · #208 · EN

Tread Mill

Artifact — Contraption

Whenever you crank this Contraption, until end of turn, target creature gets +1/+2, gains vigilance, and becomes an artifact in addition to its other types.
RzadkośćCommon
PLN regular0,31 zł
PLN foil1,27 zł
PLN etched—

Tread Mill

Artifact — Contraption

Whenever you crank this Contraption, until end of turn, target creature gets +1/+2, gains vigilance, and becomes an artifact in addition to its other types.

Jak działa karta?

Po cranku Tread Mill daje wybranemu stworowi +1/+2, vigilance i sprawia, że do końca tury jest także artefaktem (pozostaje też swoim zwykłym typem).

Zdolność: „Whenever you crank this Contraption, until end of turn, target creature gets +1/+2, gains vigilance, and becomes an artifact in addition to its other types.”

Co to oznacza (prosto):
- „Whenever you crank this Contraption” — gdy wykonasz akcję crank dla tej konkretnie Contraption (cranking jest zawsze opcjonalny). Crank wywołuje zdolność wyzwalaną.
- „until end of turn” — wszystkie efekty trwają do końca tury tej samej rundy.
- „target creature gets +1/+2” — wskazany cel (istota) otrzymuje +1 do siły i +2 do wytrzymałości do końca tury.
- „gains vigilance” — ta istota zyskuje vigilance (nie tapuje, gdy atakuje) do końca tury.
- „and becomes an artifact in addition to its other types” — do końca tury ta istota staje się także artefaktem; zachowuje swoje dotychczasowe typy (np. Stwór — Elf), a dodatkowo ma typ Artifact. To może mieć znaczenie dla efektów, które patrzą na typy permanentów.

Kilka praktycznych uwag wynikających z tekstu i rulingsów:
- Jeśli crankujesz więcej niż jedną Contraption na tej zębatce, ich zdolności trafiają na stos w wybranej przez ciebie kolejności; każda zdolność rozwiązuje się oddzielnie.
- Ponieważ Contraptions są artefaktami, efekty, które odnoszą się do artefaktów (np. „Destroy target artifact”), będą też oddziaływać na Tread Mill, gdy jest na polu bitwy.
- Jeżeli cel (istota) zmieni się po umieszczeniu zdolności na stosie lub przed jej rozwiązanem (np. przestanie być istotą), sprawdza się legalność celu przy rozwiązywaniu; jeżeli cel nie jest już prawidłowy, część celująca nie będzie miała efektu.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: W turze crankujesz Tread Mill, celujesz w istotę przeciwnika 2/2. Gdy zdolność się rozwiąże, ta istota staje się 3/4 (2/2 +1/+2), zyskuje vigilance i dodatkowo ma typ Artifact do końca tury.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Unstable (UST)
Data wydania
2017-12-08
Rzadkość
Common
Artysta
Jason Felix
Mana value
0
Mana cost
—
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
70d2f8f3-7bd0-4775-806b-1583da4814a5
Oracle ID
bc77365f-bab0-4e20-9a3d-5ef067fc4c66
Słowa kluczowe
—
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
orderofthewidget
Obramowanie / znacznik
borderless / —
EDHREC rank
—
Penny rank
—
Multiverse IDs
439597
Arena ID
—
MTGO ID
—
TCGplayer ID
153143
Cardmarket ID
314044
Illustration ID
b37a0242-d281-42b9-84be-d7db0ee608ab
Status obrazu
highres_scan

While Contraptions you control are on the battlefield, the Contraption deck is not, even if you are using it to signify the three sprockets.

At the beginning of your upkeep, if you control any Contraptions, move the CRANK! counter to the next sprocket. You may then crank any number of Contraptions on that sprocket, causing their abilities to trigger. Cranking a Contraption is always optional.

In silver-bordered games using Contraptions, you have three sprockets, illustrated on the back of Contraption cards. At the start of the game, put a CRANK! counter on sprocket 3.

Contraptions aren't put into your main deck. They go into a separate deck called the Contraption deck.

In Limited formats, a Contraption deck may include any number of Contraption cards in your card pool. You don't have to include every Contraption card you draft or open in sealed deck. In those formats, your Contraption deck may include duplicates.

If you or a permanent you control assembles a Contraption and your Contraption deck is empty, nothing happens. You don't lose the game.

If you crank multiple Contraptions, their abilities can be put onto the stack in any order. The ability put onto the stack will resolve first.

If a Contraption would leave the battlefield and go to any zone other than exile, it instead goes to the scrapyard, the Contraption deck's version of the graveyard. Things that affect the graveyard do not affect the scrapyard. You can exile Contraptions just fine.

Any Contraption that's on the battlefield and wasn't assembled immediately heads to the scrapyard. However, if it's a not an actual Contraption card (like Copy Artifact isn't), it goes to your graveyard as normal. Non-Contraption cards can't be in the scrapyard.

If you or a permanent you control are instructed to assemble a Contraption, reveal the top card of your Contraption deck. Put it onto the battlefield on one of the three sprockets.

In Constructed formats, a Contraption deck must have at least fifteen different Contraption cards and no more than one of each.

Contraptions are artifacts. Anything that interacts with artifacts will interact with Contraptions.

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