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Double Stroke

CNS (Conspiracy) · #4 · EN

Double Stroke

Conspiracy

Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Whenever you cast an instant or sorcery spell with the chosen name, you may copy it. You may choose new targets for the copy.
RzadkośćUncommon
PLN regular0,83 zł
PLN foil3,89 zł
PLN etched—

Double Stroke

Konspiracja

hidden agenda (Zacznij grę z tą konspiracją twarzą do dołu w strefie dowodzenia i potajemnie wybierz nazwę karty. Możesz obrócić tę konspirację twarzą do góry w dowolnym momencie i ujawnić tę nazwę.)
Kiedykolwiek zagrasz instant lub sorcery o wybranej nazwie, możesz skopiować je. Możesz wybrać nowe cele dla kopii.

Jak działa karta?

Konspiracja z hidden agenda: nazwij kartę na początku gry. Gdy odsłonisz ją i zagrana zostanie instant/sorcery o tej nazwie, możesz skopiować to zaklęcie (kopię kontrolujesz; możesz zmienić cele).

Double Stroke ma hidden agenda: zaczynasz grę z tą konspiracją odwróconą twarzą do dołu w strefie dowodzenia i potajemnie na początku gry wybierasz nazwę karty (musi to być nazwa prawdziwej karty Magic; nie możesz nazwać tokena). Możesz w dowolnym momencie jako specjalną akcję (gdy masz priorytet) obrócić konspirację twarzą do góry i odsłonić wybraną nazwę; to nie używa stosu i nie może być na to odpowiedzi. Gdy Double Stroke jest odsłonięte (a także gdy była odsłonięta już wcześniej), jego wyzwalana zdolność funkcjonuje z strefy dowodzenia: ilekroć rzucisz instant lub sorcery o nazwie, którą wybrałeś, możesz stworzyć kopię tego zaklęcia. Kopia powstaje na stosie i ty nią kontrolujesz; kopia nie jest rzucana, więc zdarzenia typu „ktoś rzucił zaklęcie” nie będą wywoływać dodatkowych triggerów. Kopia zachowuje wartości X i efekty wynikające z opłaconych dodatkowych kosztów tak, jak w oryginale (np. jeśli zapłacono X=3, kopia też użyje X=3). Przy tworzeniu kopii możesz wybrać nowe cele dla niej — możesz zmienić dowolne cele. Jeżeli dla jakiegoś celu nie ma możliwości wybrania nowego prawidłowego celu, ten cel pozostaje taki, jak w oryginale (nawet jeśli jest już nielegalny). Na koniec gry musisz odsłonić wszystkie posiadane konspiracje face-down w strefie dowodzenia.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Na początku gry zapisujesz „Lightning Bolt” jako nazwę. Gdy odsłonisz Double Stroke, a następnie zagrasz Lightning Bolt, możesz stworzyć kopię tego Bolt i wybrać nowych celów dla kopii.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Conspiracy (CNS)
Data wydania
2014-06-06
Rzadkość
Uncommon
Artysta
Christopher Moeller
Mana value
0
Mana cost
—
Power / Toughness
— / —
Layout / frame
normal / 2003
Foil / nonfoil
foil nonfoil
Scryfall ID
b0ec6d79-8a22-49d5-ac00-7fd60b278a4d
Oracle ID
e25ab152-e166-44df-8f92-668bab0e9619
Słowa kluczowe
Hidden agenda
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
conspiracy
Obramowanie / znacznik
black / —
EDHREC rank
—
Penny rank
—
Multiverse IDs
382253
Arena ID
—
MTGO ID
—
TCGplayer ID
82903
Cardmarket ID
267044
Illustration ID
dc3f0f1a-e569-4150-9a10-0b1c2b59924c
Status obrazu
highres_scan

As a special action, you may turn a face-down conspiracy face up. You may do so any time you have priority. This action doesn't use the stack and can't be responded to. Once face up, the named card is revealed and the conspiracy's abilities will affect the game.

At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players.

You must name a Magic card. Notably, you can't name a token.

There are several ways to secretly name a card, including writing the name on a piece of paper that's kept with the face-down conspiracy. If you have multiple face-down conspiracies, you may name a different card for each one. It's important that each named card is clearly associated with only one of the conspiracies.

You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point.

A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone.

At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players. Notably, you can't bluff conspiracies with hidden agenda by putting other cards into the command zone face down as the game starts.

Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.

You name the card as the game begins, as you put the conspiracy into the command zone, not as you turn the face-down conspiracy face up.

Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.

A conspiracy with hidden agenda that has a triggered ability must be face up before that ability's trigger condition is met in order for it to trigger. Turning it face up afterward won't have any effect.

A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.)

Conspiracies are colorless, have no mana cost, and can't be cast as spells.

If you play multiple games after the draft, you can name a different card in each new game.

You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are.

Effects based on any additional costs that were paid for the original spell will be copied as though those same costs were paid for the copy. For example, if a player exiles three cards from their graveyard to cast Skeletal Scrying, and you copy it, the copy will also cause you to draw three cards and lose 3 life (but you won't exile any cards from your graveyard).

When the ability resolves, it creates a copy of the spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will resolve like a normal spell, after players get a chance to cast spells and activate abilities.

You must turn Double Stroke face up before you cast the spell with the chosen name to have Double Stroke's second ability trigger.

If the spell being copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. You can't choose a different one.

If the spell being copied has an X whose value was determined as it was cast (like Skeletal Scrying has), the copy will have the same value of X.

The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).

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