Jitte d'Umezawa

Variations

Parts

Jitte d'Umezawa

Artefact légendaire : équipement
À chaque fois que la créature équipée inflige des blessures de combat, mettez deux marqueurs « charge » sur le Jitte d'Umezawa.
Retirez un marqueur « charge » du Jitte d'Umezawa : Choisissez l'un — La créature équipée gagne +2/+2 jusqu'à la fin du tour ; ou la créature ciblée gagne -1/-1 jusqu'à la fin du tour ; ou vous gagnez 2 points de vie.
Équipement

 

 

 

Legalities

Legal
Duel
Predh
Legacy
Vintage
Commander
Oathbreaker
Not Legal
Brawl
Penny
Future
Pauper
Alchemy
Pioneer
Explorer
Historic
Standard
Timeless
Gladiator
Oldschool
Premodern
Standardbrawl
Paupercommander
Banned
Modern

Rulings

2005-02-01

If the “target creature gets -1/-1 until end of turn” mode is chosen, the target creature must also be announced.

 

2005-02-01

Umezawa’s Jitte’s activated ability generates a modal choice. The choice is made when the ability is activated.

 

2005-02-01

If the Jitte is moved after the “+2/+2” mode is announced but before it resolves, the bonus is given to the creature that is equipped when the ability resolves.

 

2005-02-01

The ability can be used any time Umezawa’s Jitte’s controller has priority — only the “target creature” choice has additional requirements. Choosing the “Equipped creature gets +2/+2 until end of turn” mode does nothing if the Jitte isn’t equipped to a creature when the ability resolves.

 

2005-02-01

If the Jitte leaves the battlefield after the “+2/+2” mode is announced but before it resolves, the bonus is given to the creature that was most recently equipped once the ability resolves.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings