Fallout (pip) | ||
| #123 ⸱ Rare ⸱ French | ||
![]() Variations— Parts— | Abri 112 : simulation cruelle(Au moment où cette saga arrive sur le champ de bataille et après votre étape de pioche, ajoutez un marqueur « sapience ». Sacrifiez après III.) I, II — Engagez jusqu'à une créature ciblée et mettez un marqueur « étourdissement » sur elle. Vous gagnez III — Payez n'importe quelle quantité de
LegalitiesLegal Duel Legacy Vintage Commander Oathbreaker Not Legal Brawl Penny Predh Future Modern Pauper Alchemy Pioneer Historic Standard Timeless Gladiator Oldschool Premodern Standardbrawl Paupercommander RulingsSome triggered abilities state that you “may pay” a certain amount of
Some triggered abilities that state that you “may pay” a certain amount of
If a spell or ability with one or more targets states that you “may pay” some amount of
Energy counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
If an effect says you get one or more
Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.
Some spells and abilities that give you
Keep track of how many energy 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. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
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