Witch-king of Angmar

Witch-king of Angmar

Legendary Creature — Wraith Noble

Seltenheit

Mythic

Manakosten
3 B B
Künstler

Tyler Jacobson

Stärke / Widerstandskraft

5 / 3

Regeltext

Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap him.

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Rulings (7)

Offizielle Rulings sind nur auf Englisch verfügbar.

  • Wizards of the Coast
    As 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.
  • Wizards of the Coast
    The 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.
  • Wizards of the Coast
    If 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.
  • Wizards of the Coast
    Some 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.
  • Wizards of the Coast
    Each time the Ring tempts you, you must choose a creature if you control one.
  • Wizards of the Coast
    The 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.
  • Wizards of the Coast
    Each player can have only one emblem named The Ring and only one Ring-bearer at a time.

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