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Sanguine Savior

MKM (Murders at Karlov Manor) · #230 · EN

Sanguine Savior

Creature — Vampire Cleric

Flying, lifelink
Disguise {W/B}{W/B} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
When this creature is turned face up, another target creature you control gains lifelink until end of turn.
RzadkośćCommon
PLN regular0,31 zł
PLN foil0,39 zł
PLN etched—

Sangwinny Zbawca (Sanguine Savior)

Stwór — Wampir Kleryk

Latanie (Flying), Więź życia (Lifelink)
Przebranie (Disguise) {W/B}{W/B} (Możesz rzucić tę kartę zakrytą za {3} jako stwór 2/2 z ward {2}. Odsłoń ją w dowolnym momencie, płacąc koszt przebrania.)
Gdy ten stwór zostanie odwrócony do strony odkrytej, inny wskazany stwór, który kontrolujesz, zyskuje Więź życia (Lifelink) do końca tury.

Jak działa karta?

Lataj¹cy wampir z Więzią życia, który możesz zagrać zakryty za {3} jako 2/2 z ward {2} (Przebranie {W/B}{W/B} pozwala odsłonić). Po odsłonięciu inny twój stwór zyskuje Więź życia do końca tury.

To latający wampir-kleryk z Więzią życia (Lifelink). Możesz go rzucić zakrytego za {3} jako bezimienny stwór 2/2 z ward {2} dzięki Przebraniu (Disguise) i później odsłonić, płacąc koszt {W/B}{W/B}. Gdy zostanie odsłonięty, inny wskazany stwór, który kontrolujesz, zyskuje Więź życia do końca tury. Odsłonięcie przy użyciu Przebrania to specjalna akcja poza stosem i nie wywołuje wejścia na pole bitwy na nowo.

Ważne interakcje

Częste pomyłki

Przykład

Zagrałeś go zakrytego za {3} jako 2/2 z ward {2}; w następnej turze odsłoniłeś go, płacąc {W/B}{W/B}, i inny twój stwór zyskał Więź życia do końca tury.

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

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Set
Murders at Karlov Manor (MKM)
Data wydania
2024-02-09
Rzadkość
Common
Artysta
Valera Lutfullina
Mana value
3
Mana cost
{1}{W}{B}
Power / Toughness
2 / 1
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
9cba5503-ba99-43d8-8062-66d905e0d86b
Oracle ID
cc3a6c83-a671-4ce8-b98e-434989fb6778
Słowa kluczowe
Flying, Lifelink, Disguise
Tożsamość kolorów
{B}{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo, arena
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
21 969
Penny rank
14 468
Multiverse IDs
646785
Arena ID
89143
MTGO ID
121934
TCGplayer ID
534628
Cardmarket ID
752577
Illustration ID
625322b9-5f4b-411f-b558-6770c25e3656
Status obrazu
highres_scan

Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.

At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.

The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.

A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.

Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.

The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn't have or change the characteristics it does have.

Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.

If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.

If a face-down creature loses its abilities, it can't be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.

Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.

You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.

A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.

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