The Wise Mothman

The Wise Mothman

Legendary Creature — Insect Mutant

Seltenheit

Mythic

Manakosten
1 B G U
Künstler

Chris Seaman

Stärke / Widerstandskraft

3 / 3

Regeltext

Flying Whenever The Wise Mothman enters or attacks, each player gets a rad counter. Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.

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Rulings (9)

Offizielle Rulings sind nur auf Englisch verfügbar.

  • Wizards of the Coast
    If more than one player is instructed to mill at the same time (by the activated ability of Raul, Trouble Shooter, for example), as long as at least one nonland card is milled, The Wise Mothman’s last ability will trigger just once.
  • Wizards of the Coast
    Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
  • Wizards of the Coast
    Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
  • Wizards of the Coast
    In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
  • Wizards of the Coast
    Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • Wizards of the Coast
    If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
  • Wizards of the Coast
    There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
  • Wizards of the Coast
    Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
  • Wizards of the Coast
    The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.

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