Genju des maremmes

Variations

Parts

Genju des maremmes

Enchanter : marais
: Jusqu'à la fin du tour, le marais enchanté devient une créature 2/2 noire Esprit avec « : Cette créature gagne +1/+1 jusqu'à la fin du tour. » C'est toujours un terrain.
Quand le marais enchanté est mis dans un cimetière, vous pouvez renvoyer le Genju des maremmes depuis votre cimetière dans votre main.

 

 

 

Legalities

Legal
Duel
Predh
Legacy
Modern
Vintage
Commander
Oathbreaker
Not Legal
Brawl
Penny
Future
Pauper
Alchemy
Pioneer
Historic
Standard
Timeless
Gladiator
Oldschool
Premodern
Standardbrawl
Paupercommander

Rulings

2008-08-01

A noncreature permanent that turns into a creature can attack, and its abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.

 

2009-10-01

Activating the ability that turns it into a creature while it's already a creature will override any effects that set its power and/or toughness to a specific number. However, any effect that raises or lowers power and/or toughness (such as the effect created by Giant Growth, Glorious Anthem, or a +1/+1 counter) will continue to apply.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings