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皇都伊修加德 // 信仰与谎言

Final Fantasy (FIN)

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皇都伊修加德 // 信仰与谎言
皇都伊修加德 // 信仰与谎言

皇都伊修加德 // 信仰与谎言

This land enters tapped.

: Add .

//ADV//

Faith & Grief

Sorcery — Adventure

Return up to two target artifact and/or enchantment cards from your graveyard to your hand. (Then exile this card. You may play the land later from exile.)


A great and proud nation devoted to Halone, the Fury.

皇都伊修加德 // 信仰与谎言

This land enters tapped.

: Add .

//ADV//

Faith & Grief

Sorcery — Adventure

Return up to two target artifact and/or enchantment cards from your graveyard to your hand. (Then exile this card. You may play the land later from exile.)

法术

A great and proud nation devoted to Halone, the Fury.
R 0283 – FIN
标准
先驱
炼金
史迹
永续
史迹争锋
  • 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.
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56.0%
920

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