Elenco carte

Ishgard, la Santa Sede

Final Fantasy (FIN)

Trova i migliori mazzi Standard per Ishgard, la Santa Sede, il suo winrate, la popolarità e i formati di MTG Arena in cui è legale!

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Ishgard, la Santa Sede
Ishgard, la Santa Sede

Ishgard, la Santa Sede

Questa terra entra TAPpata.

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Fede e Afflizione

Stregoneria — Avventura

Riprendi in mano fino a due carte artefatto e/o incantesimo bersaglio dal tuo cimitero. (Poi esilia questa carta. Puoi giocare la terra in seguito dall'esilio.)

Terre

Una grande e orgogliosa nazione devota ad Halone, la Furia.

Fede e Afflizione

Stregonerie

Una grande e orgogliosa nazione devota ad Halone, la Furia.
R 0283 – FIN
Standard
Pioneer
Alchemy
Historic
Timeless
Historic Brawl
  • When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
  • If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
  • If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.
Show All 13 Rules

Statistiche Standard Constructed

53.7%
0.2%
50.8%
1,900

Statistiche Final Fantasy Limited

54.4%
3.8%
56.0%
920

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