Khans of Tarkir (ktk) | ||
#208 ⸱ Uncommon ⸱ Portuguese |
![]() Variations— Parts— | Amuleto TemurEscolha um — • A criatura alvo que você controla recebe +1/+1 até o final do turno. Ela luta com a criatura alvo que você não controla. • Anule a mágica alvo, a menos que seu controlador pague • As criaturas com poder menor ou igual a 3 não podem bloquear neste turno.
LegalitiesNot Legal Alchemy Future Oldschool Pauper Paupercommander Penny Predh Premodern Standard Standardbrawl Legal Brawl Commander Duel Explorer Gladiator Historic Legacy Modern Oathbreaker Pioneer Timeless Vintage RulingsIf the third mode was chosen, creatures with power 3 or less that enter the battlefield after Temur Charm resolves also can’t block. A creature whose power was 4 or greater when Temur Charm resolved but is 3 or less as the declare blockers step begins also can’t block.
If the first mode was chosen and either target is an illegal target when Temur Charm tries to resolve, neither creature will deal or be dealt damage.
If the first mode was chosen and just the creature you control is an illegal target when Temur Charm tries to resolve, it won’t get +1/+1 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +1/+1 until end of turn.
You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.
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