One Ring to Rule Them All
Enchantment — Saga
Regeltext
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power. II — Destroy all nonlegendary creatures. III — Each opponent loses 1 life for each creature card in that player's graveyard.Regeln zu dieser Karte
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To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule 701.17.
Rulings (7)
Offizielle Rulings sind nur auf Englisch verfügbar.
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Wizards of the CoastEach time the Ring tempts you, you must choose a creature if you control one.
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Wizards of the CoastAs the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
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Wizards of the CoastIf the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
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Wizards of the CoastThe Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
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Wizards of the CoastEach player can have only one emblem named The Ring and only one Ring-bearer at a time.
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Wizards of the CoastThe Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
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Wizards of the CoastSome spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.