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Anara, Wolvid Familiar

CMR (Commander Legends) · #214 · EN

Anara, Wolvid Familiar

Legendary Creature — Wolf Beast

During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
RzadkośćUncommon
PLN regular1,79 zł
PLN foil2,71 zł
PLN etched—

Anara, Wilczy Towarzysz (Anara, Wolvid Familiar)

Legendarny stwór — Wilk Bestia

Podczas twojej tury dowódcy, których kontrolujesz, mają niezniszczalność (Indestructible). (Efekty mówiące „zniszcz” nie niszczą ich. Stwór z niezniszczalnością nie może zostać zniszczony przez obrażenia.)
Partner (Partner) (Możesz mieć dwóch dowódców, jeśli obaj mają partnera.)

Jak działa karta?

W twojej turze twoi dowódcy są niezniszczalni. Anara ma też Partnera, więc możesz mieć dwóch dowódców, jeśli obaj mają Partnera.

Podczas twojej tury wszystkie dowódcy, które kontrolujesz, zyskują niezniszczalność: nie można ich zniszczyć ani zabić przez obrażenia w momencie działania tej zdolności. Efekt wyraźnie nie dotyczy dowódców, których kontroluje inny gracz. Zdolność Partner pozwala ci mieć dwóch dowódców, o ile obaj posiadają partnera — obaj zaczynają w strefie dowódców i są śledzeni osobno (np. podatek dowódcy jest liczony osobno dla każdego). Jeśli Anara jest twoim dowódcą, jej pierwsza zdolność obejmuje ją samej podczas twojej tury.

Ważne interakcje

Częste pomyłki

Przykład

Jeśli Anara jest twoim dowódcą i jest twoja tura, Anara i drugi dowódca, którego kontrolujesz, nie mogą zostać zniszczeni tym ruchem; jeśli Anara opuści pole bitwy później w turze, oznaczone obrażenia mogą wciąż je zabić.

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

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Set
Commander Legends (CMR)
Data wydania
2020-11-20
Rzadkość
Uncommon
Artysta
Jesper Ejsing
Mana value
4
Mana cost
{3}{G}
Power / Toughness
4 / 4
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
9a67cfaa-990c-4dcb-97a9-9c5d7316cabe
Oracle ID
a59ff932-f758-476e-ba31-0623bd748231
Słowa kluczowe
Partner
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
legendary
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
4 057
Penny rank
—
Multiverse IDs
497734
Arena ID
—
MTGO ID
85210
TCGplayer ID
226943
Cardmarket ID
512035
Illustration ID
46f96b03-2e40-4af5-97bb-b3a85ee4eee0
Status obrazu
highres_scan

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.

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.

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.

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 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.

If Anara is your commander, its first ability affects itself during your turn.

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a commander you control may become lethal if Anara leaves the battlefield during that turn.

Anara's first ability affects commanders you control even if you don't own them. It doesn't affect your commander if another player controls it.

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.

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