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Nightdrinker Moroii

MKM (Murders at Karlov Manor) · #96 · EN

Nightdrinker Moroii

Creature — Vampire

Flying
When this creature enters, you lose 3 life.
Disguise {B}{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.)
RzadkośćUncommon
PLN regular0,22 zł
PLN foil0,57 zł
PLN etched—

Nightdrinker Moroii

Stwór — Wampir

Latanie (Flying)
Gdy ten stwór wchodzi na pole bitwy, tracisz 3 punkty życia.
Przebranie (Disguise) {B}{B} (Możesz rzucić tę kartę zakrytą za {3} jako stwór 2/2 z ochroną {2}. Przekręć ją twarzą do góry w dowolnym momencie, płacąc koszt jej przebrania.)

Jak działa karta?

Latający wampir, który po wejściu na pole bitwy zabiera ci 3 życia; możesz go zamiast tego rzucić zakrytą za {3} i później odsłonić, płacąc {B}{B}.

To 2/2 Wampir z Latanie (Flying) i możliwością zagrania zakrytą dzięki Przebraniu (Disguise). Gdy karta wchodzi jawnie na pole bitwy, powoduje, że tracisz 3 punkty życia. Możesz zamiast tego zapłacić {3} i rzucić ją zakrytą jako bezimienny stwór 2/2 z ochroną {2}; za pomocą specjalnej czynności możesz odsłonić ją, płacąc koszt przebrania {B}{B}. Zakryte karty mają wartość many 0 i nie mają nazwy ani typów. Przekręcenie zakrytego stwora na stronę jawną nie wywoła ponownie efektów wchodzenia na pole bitwy.

Ważne interakcje

Częste pomyłki

Przykład

Możesz rzucić tę kartę zakrytą za {3} jako bezimienny stwór 2/2 z ochroną {2}; później, mając priorytet, odsłoń ją, płacąc {B}{B}, aby ujawnić Nightdrinker Moroii.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Murders at Karlov Manor (MKM)
Data wydania
2024-02-09
Rzadkość
Uncommon
Artysta
Brent Hollowell
Mana value
4
Mana cost
{3}{B}
Power / Toughness
4 / 2
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
ce043cba-aea4-4156-b1d0-545eda06c400
Oracle ID
07d830a7-f0a2-4d46-9a53-101dca681603
Słowa kluczowe
Flying, Disguise
Tożsamość kolorów
{B}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, arena, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
28 215
Penny rank
—
Multiverse IDs
646654
Arena ID
89011
MTGO ID
121670
TCGplayer ID
532915
Cardmarket ID
750919
Illustration ID
0ddc4668-3710-41b2-8b7d-92841e244949
Status obrazu
highres_scan

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

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