À propos de Attraper // Libérer
Attraper // Libérer, Sorcellerie, conçu par Kev Walker & Kev Walker sorti pour la première fois en May, 2013 dans l'édition Dragon's Maze. Il est actuellement vendu au prix le plus bas de € 0.47. C'est une carte-clé dans 2 combos.
Un deck qui se concentre sur le contrôle et la perturbation, comme un deck Grixis Control ou Jeskai Control, bénéficierait de l'utilisation de Catch // Release en raison de sa polyvalence pour prendre le contrôle d'un permanent et forcer chaque joueur à sacrifier plusieurs types de permanents. Bien que Catch // Release offre un effet unique et puissant, il existe des options plus efficaces disponibles dans des formats comme Modern ou Legacy, telles que Kolaghan's Command ou Supreme Verdict, qui peuvent être mieux adaptées à la compétition. Cependant, dans un cadre plus décontracté ou multijoueur, Catch // Release peut offrir des moments de jeu amusants et chaotiques, en en faisant un choix viable pour certains decks.
Des règles
15/04/13
Catch can target any permanent, including one that’s untapped or one you already control.
15/04/13
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
15/04/13
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
15/04/13
If you control an artifact creature, a nonartifact creature, and no other artifacts or creatures, you must sacrifice both permanents. You must choose the artifact creature as the artifact and the nonartifact creature as the creature. The same is true for any combination of types—you sacrifice a number of permanents as close to five as possible.
15/04/13
If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.
15/04/13
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.
15/04/13
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.
15/04/13
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
15/04/13
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.
15/04/13
To resolve Release, the active player chooses a permanent they control for each of the listed types, then each other player in turn order does the same, then all the chosen permanents are sacrificed simultaneously.
15/04/13
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
15/04/13
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.
15/04/13
You can choose the same object as the target of each half of a fused split spell, if appropriate.
— commentaires0
Soyez le premier à commenter