Lae'zel's Acrobatics (Commander Legends: Battle for Baldur's Gate #30)

Acrobacia de Lae'zel {3}{W}

Mágica Instantânea

Exile todas as criaturas não ficha que você controla e depois role um d20.

1—9 | Devolva aqueles cards para o campo de batalha sob o controle de seus donos no início da próxima etapa final.

10—20 | Devolva aqueles cards ao campo de batalha sob o controle de seus donos e, em seguida, exile-os novamente. Devolva aqueles cards para o campo de batalha sob o controle de seus donos no início da próxima etapa final.

Illustrated by Tatiana Kirgetova

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Acrobacia de Lae'zel:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • Auras attached to the exiled creatures will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist. When the cards return to the battlefield, they will be new objects with no connection to the cards that were exiled. (2022-06-10)
  • The creatures you control are exiled before you roll a die. Notably, this means that if any of those creatures have abilities that replace a die roll or trigger due to a die roll, those won't occur. (2022-06-10)
  • Any abilities that trigger during the resolution of Lae'zel's Acrobatics will wait to go on the stack until after it's finished resolving. That means that if you roll 10–20, any abilities that trigger when the creatures are exiled the first time, return to the battlefield, or are exiled the second time can be put on the stack in any order. The active player puts their abilities on the stack first in an order of their choice, followed by every other player in turn order. The last ability to be put on the stack will be the first to resolve. (2022-06-10)