Phare étrange
Terrain
Le Phare étrange arrive engagé à moins qu'un joueur ait 13 points de vie ou moins.
{T} : Ajoutez {U} ou {R}.
On raconte que sa lanterne ne conduit pas à un port sûr, mais dans les bras froids des noyés.
Illustrated by Raymond Bonilla
- Standard
- Legal
- Alchemy
- Legal
- Pioneer
- Legal
- Explorer
- Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Legal
- Oathbreaker
- Legal
- Penny
- Legal
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Notes and Rules Information for Phare étrange:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- If one of these lands is entering at the same time as a "shock land" (a cycle of lands originally from Ravnica block that allow you to pay life or have them enter tapped), use the life totals of all players before choices are made for that shock land's replacement effect to determine whether or not the land enters tapped. For example, if a Lakeside Shack and a Breeding Pool you control are entering at the same time (perhaps because of the effect of a spell like Scapeshift), your life total is 14, and your opponent's life total is 20, the Lakeside Shack will enter tapped whether or not you choose to pay life as Breeding Pool enters. (2024-09-20)