Merry, Protetor de Isengard {1}{G}{W}
Criatura Lendária — Pequenino Conselheiro
Parceiro de Pippin, Protetor de Isengard (Quando esta criatura entra no campo de batalha, o jogador alvo pode colocar Pippin na própria mão do próprio grimório e, em seguida, embaralha.)
Toda vez que um ou mais artefatos entrarem no campo de batalha sob seu controle, crie uma ficha de criatura Soldado branca 1/1 com vínculo com a vida. Esta habilidade é desencadeada apenas uma vez a cada turno.
1/4
Illustrated by Viko Menezes
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Not Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
Faces, Tokens, & Other Parts |
---|
Merry, Warden of Isengard #61 |
Pippin, Warden of Isengard #65 |
Prints | USD | EUR | TIX |
---|---|---|---|
Tales of Middle-earth Commander #61 |
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Notes and Rules Information for Merry, Protetor de Isengard:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- "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)