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Vault 12: The Necropolis

PIP (Fallout) · #579 · EN

Vault 12: The Necropolis

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
RzadkośćRare
PLN regular—
PLN foil38,89 zł
PLN etched—

Vault 12: Nekropolia (Vault 12: The Necropolis)

Enchantment — Saga (Enchantment — Saga)

(Gdy ta Saga wchodzi i po twoim etapie dobierania, połóż znacznik wiedzy. Po III poświęć ją.)
I — Każdy gracz otrzymuje trzy znaczniki rad.
II — Stwórz X żetonów stwora Zombie Mutant 2/2 w kolorze czarnym, gdzie X jest łączną liczbą znaczników rad posiadanych przez graczy.
III — Połóż po dwa znaczniki +1/+1 na każdym stworze, którym kontrolujesz i który jest Zombie lub Mutantem.

Jak działa karta?

Saga daje każdemu graczowi znaczniki rad, tworzy żetony Zombie Mutant zależnie od ich sumy, a na końcu wzmacnia twoje Zombie i Mutanty dwoma znacznikami +1/+1 każdy.

Saga, która po wejściu i po twoim etapie dobierania dostawia znacznik wiedzy, daje każdemu graczowi znacznikowy efekt radiacyjny (znaczniki rad). W drugim rozdziale tworzy X czarnych żetonów Zombie Mutant 2/2, gdzie X to suma znaczników rad wszystkich graczy w chwili rozwiązywania się tej zdolności. Trzeci rozdział kładzie po dwa znaczniki +1/+1 na każdym twoim stworze będącym Zombie lub Mutantem. Znaczniki rad są przypisane graczom, wywołują wrodzoną zdolność mielenia na początku odpowiedniej fazy i nie znikają same z siebie.

Ważne interakcje

Częste pomyłki

Przykład

Jeśli dwóch graczy ma łącznie 5 znaczników rad, II rozdział stworzy pięć żetonów Zombie Mutant 2/2; następnie, na początku ich fazy głównej, każdy z tych graczy przemieli karty równą liczbie swoich znaczników rad.

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

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Set
Fallout (PIP)
Data wydania
2024-03-08
Rzadkość
Rare
Artysta
Nicholas Gregory
Mana value
6
Mana cost
{4}{B}{B}
Power / Toughness
— / —
Layout / frame
saga / 2015
Foil / nonfoil
foil
Scryfall ID
961d090c-9548-42e1-abd2-34ba225a46c2
Oracle ID
bc9d75e7-1f64-4376-8e19-f6622ffbeb28
Słowa kluczowe
—
Tożsamość kolorów
{B}
Produkuje manę
—
Dostępne wykończenia
foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
surgefoil, universesbeyond
Watermark
—
Obramowanie / znacznik
black / triangle
EDHREC rank
6 677
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
540767
Cardmarket ID
758775
Illustration ID
f4571ce0-0578-41ea-a72a-6219834ea417
Status obrazu
highres_scan

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.

Use the number of rad counters among all players still in the game when Vault 12’s second chapter ability resolves to determine the value of X.

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.

A creature you control that’s both a Zombie and a Mutant will get only two +1/+1 counters from Vault 12’s last ability.

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

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.

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

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.

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.”

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