The Wise Mothman
Legendary Creature — Insect Mutant
Seltenheit
Mythic
Manakosten
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.Regeln zu dieser Karte
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A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
Rulings (9)
Offizielle Rulings sind nur auf Englisch verfügbar.
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Wizards of the CoastIf 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.
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Wizards of the CoastAny effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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Wizards of the CoastKeep 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.
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Wizards of the CoastIn 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.
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Wizards of the CoastRad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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Wizards of the CoastIf 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.
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Wizards of the CoastThere 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.”
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Wizards of the CoastRad 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.
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Wizards of the CoastThe 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.