Enchantement
Quand le Talonnage arrive sur le champ de bataille, suspectez une créature ciblée qu'un adversaire contrôle. Tant que le Talonnage reste sur le champ de bataille, cette créature est aussi incitée.
Au début du combat pendant votre tour, si au moins deux joueurs ont perdu la partie, acquérez le contrôle de toutes les créatures incitées et/ou suspectées jusqu'à la fin du tour. Dégagez-les. Elles acquièrent la célérité jusqu'à la fin du tour.
Hot Pursuit’s second triggered ability causes you to gain control of all creatures that are goaded, suspected, or both. You don’t have to make any choices.
Being suspected isn’t a copiable value. If a permanent becomes a copy of a suspected creature, it won’t be suspected.
If a creature is already suspected, suspecting it again won’t have any effect.
If Hot Pursuit leaves the battlefield before its first triggered ability resolves, the target creature will become suspected, but it won’t become goaded at all.
When an effect suspects a creature, it becomes suspected. It gains menace and "This creature can't block" for as long as it’s suspected. It stays suspected until it leaves the battlefield or another effect causes it to no longer be suspected.
There’s no limit to the number of creatures that can be suspected simultaneously. Suspecting a new creature doesn’t cause other creatures to stop being suspected.
If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won’t stop being suspected.