Sciame di Mosche Mutanti

Sciame di Mosche Mutanti3B
Creatura — Mutante InsettoPIP · U

Volare

Lo Sciame di Mosche Mutanti entra nel campo di battaglia con cinque segnalini +1/+1.

Se sta per essere inflitto danno allo Sciame di Mosche Mutanti mentre ha un segnalino +1/+1, previeni quel danno, rimuovi altrettanti segnalini +1/+1 da esso, poi ogni giocatore ottiene un segnalino radiazione per ogni segnalino +1/+1 rimosso in questo modo.

Fallout · Non comune0/0

Bloatfly Swarm

Moxou Score · tutti i formati

Questa carta è fuori dalla top 50 in tutti i formati. Punteggio, posizione e trend sono per gli utenti registrati.

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Analisi

Punteggio, trend, archetipi

Sono mostrate solo le carte della top 50, registrati gratis per vedere tutto il meta

Mostra altro

Durante la beta l’accesso completo è gratuito per gli utenti registrati.

Legalità

9 formati
StandardNon legale
PioneerNon legale
ModernNon legale
PremodernNon legale
LegacyLegale
VintageLegale
PauperNon legale
Duel CommanderLegale
cEDHLegale

Storico B/R

Mai bandita o limitata in nessun formato monitorato da Moxou.

Chiarimenti

9
  1. 2024-03-08

    Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

  2. 2024-03-08

    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.

  3. 2024-03-08

    If damage that can't be prevented is dealt to Bloatfly Swarm, you still remove that many +1/+1 counters from it, and you still give each player a rad counter for each +1/+1 counter removed this way.

  4. 2024-03-08

    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.

  5. 2024-03-08

    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.

  6. 2024-03-08

    Rad counters are a kind of counter that a player may have. They're not associated with any specific permanents.

  7. 2024-03-08

    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.

  8. 2024-03-08

    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.

  9. 2024-03-08

    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."

Versioni

2
SetNo.AnnoRaritàArtista
PIPFallout422024Non comuneIgor Krstic
PIPFallout5702024Non comuneIgor Krstic

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