Final Fantasy Commander (fic)

#95 ⸱ Rare ⸱ Italian
Sin, Cataclisma Interminabile

Variations

Parts

Sin, Cataclisma Interminabile

5 / 5
Volare, travolgere
Mentre Sin entra, rimuovi tutti i segnalini da un qualsiasi numero di artefatti, creature e incantesimi. Sin entra con X segnalini +1/+1, dove X è il doppio del numero di segnalini rimossi in questo modo.
Quando Sin muore, metti i suoi segnalini su una creatura bersaglio che controlli, poi rimescola questa carta nel grimorio del suo proprietario.

 

 

 

Legalities

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

Rulings

2025-06-06

In some unusual cases, you may end up putting the appropriate counters on more than one permanent. For example, if you control The Ozolith ("Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.") when Sin's last ability resolves, you'll put the appropriate number of each kind of counter onto both The Ozolith and the target creature.

 

2025-06-06

Sin's last ability puts all counters that were on Sin onto the target creature, not just its +1/+1 counters.

 

2025-06-06

If the target creature is an illegal target as Sin's last ability tries to resolve, it won't resolve and none of its effects will happen. Sin will remain in the zone it went to when it died (which is usually the graveyard).

 

2025-06-06

Sin's last ability doesn't cause you to move counters from Sin onto the target creature. Rather, you put the same number of each kind of counter Sin had when it died onto the target creature.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings