Kriegsrecht

Variations

Parts

Kriegsrecht

Verzauberung
Inhaftiere zu Beginn deines Versorgungssegments eine Kreatur deiner Wahl, die ein Gegner kontrolliert. (Bis zu deinem nächsten Zug kann diese Kreatur nicht angreifen oder blocken, und ihre aktivierten Fähigkeiten können nicht aktiviert werden.)

 

„Das Wohl der Gesellschaft ist viel wichtiger als die Unbill einiger weniger." —Agmand Sarv, Azorius-Husar

 

 

 

Legalities

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

Rulings

2013-04-15

If a creature is already attacking or blocking when it’s detained, it won’t be removed from combat. It will continue to attack or block.

 

2013-04-15

When a player leaves a multiplayer game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.

 

2013-04-15

If a noncreature permanent is detained and later turns into a creature, it won’t be able to attack or block.

 

2013-04-15

The static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.

 

2013-04-15

If a permanent’s activated ability is on the stack when that permanent is detained, the ability will be unaffected.

 

2013-04-15

Activated abilities include a colon and are written in the form “[cost]: [effect].” No one can activate any activated abilities, including mana abilities, of a detained permanent.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings