Amirale Hardiesce, l'insubmersible
Créature légendaire — humain et pirate
3 / 3
Quand l'Amirale Hardiesce, l'insubmersible arrive sur le champ de bataille, meulez quatre cartes.
Au début du combat pendant votre tour, vous pouvez renvoyer sur le champ de bataille, depuis votre cimetière, une carte de créature Pirate ciblée avec un marqueur « fatalité » sur elle. Elle a une force et une endurance de base de 4/4. Il acquiert la célérité jusqu'à la fin du tour.
Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
Finality counters work on any permanent, not only creatures. If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.
Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
Multiple finality counters on a single permanent are redundant.
Admiral Brass, Unsinkable's effect will overwrite any previous effects that set the returned creature's power and toughness to specific numbers. Effects that otherwise modify the returned creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.