Satya, Aetherflux Genius (Modern Horizons 3 Commander #3)

Satya, génie du flux éthérique {1}{U}{R}{W}

Créature légendaire — humain et artificier

Menace, célérité

À chaque fois que Satya, génie du flux éthérique attaque, créez un jeton engagé et attaquant qui est une copie de jusqu'à une autre créature non-jeton ciblée que vous contrôlez. Vous gagnez {E}{E} (deux marqueurs « énergie »). Au début de la prochaine étape de fin, sacrifiez ce jeton à moins que vous ne payiez une quantité de {E} égale à sa valeur de mana.

3/5

Illustrated by Aaron Miller

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Satya, génie du flux éthérique:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • You choose which player, planeswalker, or battle the token is attacking as you create the token. It doesn't need to be attacking the same player, planeswalker, or battle that Satya is attacking. (2024-06-07)
  • The token copies exactly what was printed on the original card and nothing else (unless that creature is itself copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on. (2024-06-07)
  • If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied. (2024-06-07)
  • If the copied creature has {X} in its mana cost, X is 0. (2024-06-07)
  • Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the creature will also work. (2024-06-07)
  • {E} is the energy symbol. It represents one energy counter. (2024-06-07)
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents. (2024-06-07)
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.) (2024-06-07)
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters. (2024-06-07)
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters. (2024-06-07)
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves. (2024-06-07)
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions. (2024-06-07)
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to. (2024-06-07)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}. (2024-06-07)