Frodo, Adventurous Hobbit (Tales of Middle-earth Commander #2)

Frodo, hobbit audacieux {W}{B}

Créature légendaire : halfelin et éclaireur

Partenariat avec Sam, serviteur loyal

Vigilance

À chaque fois que Frodo, hobbit audacieux attaque, si vous avez gagné au moins 3 points de vie ce tour-ci, l'Anneau vous tente. Puis si Frodo est votre porteur de l'Anneau et que l'Anneau vous a tenté au moins deux fois pendant cette partie, piochez une carte.

1/3

Illustrated by Axel Sauerwald

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Frodo, hobbit audacieux:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • The Ring tempts you just once, no matter how much life you've gained past 3 life. (2023-06-16)
  • Frodo, Adventurous Hobbit's ability looks at how much life you've gained in the turn, even if it wasn't on the battlefield when you gained life. It doesn't care if you also lost life, even if you lost more life than you gained. (2023-06-16)
  • If you haven't gained 3 or more life by the time Frodo, Adventurous Hobbit attacks, the ability won't trigger at all. (2023-06-16)
  • As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer. (2023-06-16)
  • The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger. (2023-06-16)
  • If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer. (2023-06-16)
  • The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game. (2023-06-16)
  • Each time the Ring tempts you, you must choose a creature if you control one. (2023-06-16)
  • Each player can have only one emblem named The Ring and only one Ring-bearer at a time. (2023-06-16)
  • Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you. (2023-06-16)
  • "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library." (2023-06-16)
  • Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text. (2023-06-16)
  • The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander. (2023-06-16)
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Frodo, Adventurous Hobbit and Sam, Loyal Attendant are your commanders, your deck may contain cards with white, black, and/or green in their color identity, but not blue or red. (2023-06-16)
  • Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library. (2023-06-16)
  • To have two commanders, both must have the partner ability or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander. (2023-06-16)
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both. (2023-06-16)
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders. (2023-06-16)
  • The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player, whether or not they have that card in their library. (2023-06-16)