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Automated Assembly Line

PIP (Fallout) · #10 · EN

Automated Assembly Line

Artifact

Whenever one or more artifact creatures you control deal combat damage to a player, you get {E} (an energy counter).
Pay {E}{E}{E}: Create a tapped 3/3 colorless Robot artifact creature token.
"You needn't be afraid of me. It's my securitrons that are going to kill you."
—Mr. House
RzadkośćRare
PLN regular1,01 zł
PLN foil2,36 zł
PLN etched—

Automated Assembly Line

Artefakt

Zawsze gdy jedno lub więcej stworzeń-artyfaktów, które kontrolujesz, zada obrażenia bojowe graczowi, otrzymujesz {E} (żeton energii).
Zapłać {E}{E}{E}: Stwórz zakreślony 3/3 bezbarwny token stworzenia Artifact o typie Robot.

Jak działa karta?

Za każdym razem, gdy jedno lub więcej twoich stworzeń-artyfaktów zada obrażenia bojowe graczowi, dostajesz 1 żeton energii. Możesz usunąć trzy żetony energii ({E}{E}{E}), aby stworzyć zakreślony 3/3 bezbarwny token Robot (Artifact).

Główne elementy karty: • Pierwsza umiejętność to wyzwalana umiejętność: "Whenever one or more artifact creatures you control deal combat damage to a player, you get {E}." Oznacza to, że za każdym razem, gdy jedno lub więcej twoich stworzeń-artyfaktów zada obrażenia bojowe (combat damage) bezpośrednio graczowi, wyzwala się ta zdarzeniowa umiejętność i po jej rozwiązaniu otrzymujesz jeden żeton energii ({E}). • Druga umiejętność to zdolność aktywowana wymagająca zapłaty energii: "Pay {E}{E}{E}: Create a tapped 3/3 colorless Robot artifact creature token." Aby z niej skorzystać, musisz zapłacić trzy żetony energii (usunąć trzy żetony energii, jeśli je masz). Po zapłaceniu tworzy się token: jest to bezbarwne stworzenie Artifact o statystykach 3/3 i typie Robot, które wchodzi na pole bitwy zakreślone (tapped). Rulingi wyjaśniają energię: • Żetony energii to rodzaj żetonów, które posiada gracz (nie są przywiązane do konkretnej karty). • Jeśli efekt dawałby ci {E} wielokrotnie w tej samej chwili (np. jednocześnie kilka stworzeń zada obrażenia), każda taka sytuacja powoduje osobne wyzwolenie i otrzymujesz odpowiednią liczbę żetonów po rozwiązaniu każdej z tych zdarzeniowych umiejętności. • Aby zapłacić {E}{E}{E}, musisz mieć co najmniej trzy żetony energii; nie możesz zapłacić więcej niż masz. • {E} nie jest maną, nie znika na końcu fazy czy tury i nie można jej dodać poprzez efekty, które dodają many.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Masz dwa stworzenia-arty fakty i jeden z nich zadaje obrażenia bojowe przeciwnikowi — umiejętność wyzwala się raz (ponieważ warunek to "one or more"), dostajesz jeden żeton energii. Jeśli podczas jednej walki oba twoje stworzenia-arty fakty zadają obrażenia temu samemu graczowi, umiejętność również wyzwala się tylko raz i otrzymujesz jeden żeton energii.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Fallout (PIP)
Data wydania
2024-03-08
Rzadkość
Rare
Artysta
David Álvarez
Mana value
2
Mana cost
{1}{W}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
fe9e2a76-1324-4b8e-b23c-10c04aca1870
Oracle ID
6e24a5bd-0ce3-4dc1-98c6-60d527bfdcfd
Słowa kluczowe
—
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
universesbeyond
Watermark
—
Obramowanie / znacznik
black / triangle
EDHREC rank
7 648
Penny rank
—
Multiverse IDs
652097
Arena ID
—
MTGO ID
132267
TCGplayer ID
541212
Cardmarket ID
758283
Illustration ID
7ea3b06c-7b99-4947-97b6-a83f154fedfe
Status obrazu
highres_scan

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

Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t get any {E}.

If a spell or ability with one or more targets states that you “may pay” some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won’t resolve. You can’t pay any {E} even if you want to.

Some triggered abilities state that you “may pay” a certain amount of {E}. You can’t pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can’t pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

Keep track of how many energy 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. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.

{E} is the energy symbol. It represents one energy counter.

Some triggered abilities that state that you “may pay” a certain amount of {E} describe an effect that happens “If you do.” In that case, no player may take actions to try to stop the ability’s effect after you make your choice. If the payment is followed by the phrase “When you do,” then you’ll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

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