Psychischer Taschendieb

Variations

Parts

Psychischer Taschendieb

Kreatur — Zephalid, Räuber
3 / 2
Wenn der Psychische Taschendieb ins Spiel kommt, intrigiert er. Wenn er auf diese Weise intrigiert, bringe bis zu eine bleibende Karte deiner Wahl, die kein Land ist, auf die Hand ihres Besitzers zurück. (Um eine Kreatur intrigieren zu lassen, ziehe eine Karte und wirf dann eine Karte ab. Falls du eine Nichtland-Karte abgeworfen hast, lege eine +1/+1-Marke auf die Kreatur.)

 

 

 

Legalities

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

Rulings

2022-04-29

If no card is discarded, most likely because that player's hand is empty and an effect says they can't draw cards, the conniving creature does not receive a +1/+1 counter.

 

2022-04-29

The target permanent to return is chosen after Psychic Pickpocket connives.

 

2022-04-29

Once an ability that causes a creature to connive begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the conniving creature after you discard a nonland card but before it receives a counter.

 

2022-04-29

If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives. Abilities that trigger “when [that creature] connives, such as that of Psychic Pickpocket, will trigger.

 

2022-04-29

If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives. If you discard a nonland card this way, you won't put a +1/+1 counter on anything. Abilities that trigger “when [that creature] connives” will trigger.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings