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
Standardbrawl
Brawl
Future
Alchemy
Pioneer
Historic
Standard
Gladiator
Oldschool
Premodern
Historicbrawl
Explorer
Timeless
Legal
Duel
Penny
Legacy
Modern
Pauper
Vintage
Commander
Paupercommander
Predh
Oathbreaker

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