Tomar a Iniciativa

Variations

Parts

Tomar a Iniciativa

Mágica Instantânea
A criatura alvo recebe +1/+1 e ganha iniciativa até o final do turno.

 

O intervalo de tempo entre avistar um sipaio leonino e sentir suas garras é suficiente apenas para dar o seu último suspiro.

 

 

 

Legalities

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

Rulings

2011-01-01

A creature that gains first strike after other creatures with first strike or double strike deal combat damage in the first combat damage step will still deal damage in the second combat damage step.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings