Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

PIP (Fallout) · #41 · EN
Vexing Radgull
Creature — Bird Mutant
Whenever this creature deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Fighting one is a terrible experience.
Wyjaśnienie po polsku
Irytujący Radgull (Vexing Radgull)
Stwór — Ptak Mutant
Za każdym razem, gdy ten stwór zada obrażenia bojowe graczowi, ten gracz otrzymuje dwa znaczniki rad, jeśli nie ma żadnych znaczników rad. W przeciwnym razie proliferuj. (Wybierz dowolną liczbę permanentów i/lub graczy, a następnie daj każdemu kolejny znacznik każdego rodzaju już na nim obecnego.)
Jak działa karta?
Latający stwór; przy zadaniu obrażeń bojowych daje graczowi dwa znaczniki rad, jeśli nie ma żadnych; w przeciwnym razie proliferuje.
To latający stwór, który przy zadaniu obrażeń bojowych graczowi nakłada znaczniki rad na tego gracza lub, jeśli już ma jakieś znaczniki rad, zamiast tego proliferuje. Znaczniki rad są przypisane do graczy i na początku ich przedboju powodują mielenie kart równych liczbie znaczników, a za każdą nielądową kartę gracz traci 1 życie i usuwa jeden znacznik. Proliferacja może dodać kolejne znaczniki do dowolnych wybranych permanentów i graczy mających już jakieś znaczniki.
Ważne interakcje
- Znaczniki rad są licznikami przypisanymi do graczy i mogą wchodzić w interakcje z efektami działającymi na znaczniki.
- Gdy zdolność zaczyna się rozwiązywać i jej kontroler wybierze, które cele mają dostać dodatkowe znaczniki przy proliferacji, nie można już na to odpowiedzieć.
- Istnieje wewnętrzna, wyzwalana zdolność związana ze znacznikami rad: na początku przedboju gracz z znacznikami rad mieli karty równą ich liczbie i traci 1 punkt życia oraz usuwa 1 znacznik rad za każdą nielądową kartę, którą odrzucił.
Częste pomyłki
- Myślenie, że znaczniki rad są na permanentach zamiast na graczach.
- Próba odpowiedzenia po tym, jak kontroler rozpoczął rozwiązywanie efektu proliferacji i wybrał, które obiekty dostaną znaczniki (wtedy jest już za późno).
Przykład
Zadaje Ci obrażenia bojowe; jeśli nie masz znaczników rad, otrzymujesz dwa; jeśli miałeś już przynajmniej jeden, zamiast tego wybiera się, które obiekty dostaną dodatkowe znaczniki przy proliferacji.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Fallout (PIP)
- Data wydania
- 2024-03-08
- Rzadkość
- Uncommon
- Artysta
- Josu Solano
- Mana value
- 2
- Mana cost
- Power / Toughness
- 1 / 2
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 91580910-fe0e-4cd9-9e73-821af23abfe7
- Oracle ID
- 2b632e67-ff80-4d52-9f44-3bc4bf083ab1
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Flying, Proliferate
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- —
- Typ promocji
- universesbeyond
- Watermark
- —
- Obramowanie / znacznik
- black / triangle
Identyfikatory i rankingi
- EDHREC rank
- 4 810
- Penny rank
- —
- Multiverse IDs
- 652128
- Arena ID
- —
- MTGO ID
- 132331
- TCGplayer ID
- 540753
- Cardmarket ID
- 758512
- Illustration ID
- 2ed7a7e2-2bd9-4c0e-b44c-a4c7506c7df7
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it’s too late for anyone to respond.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can’t have it get just one kind of counter it already has and not the others.
You don’t have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since “any number” includes zero, you don’t have to choose any permanents at all, and you don’t have to choose any players at all.
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
You can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can’t choose cards in any zone other than the battlefield, even if they have counters on them.
Some spells and abilities that cause you to proliferate 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 proliferate.
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