オーロラの変幻者 {1}{U}
クリーチャー — 多相の戦士
オーロラの変幻者がプレイヤー1人に戦闘ダメージを与えるたび、あなたはその点数に等しい個数の{E}を得る。
あなたのターンの戦闘の開始時に、{E}{E}を支払ってもよい。そうしたとき、あなたがコントロールしていてこれでないクリーチャー1体を対象とする。オーロラの変幻者は、この能力と「このクリーチャーがプレイヤー1人に戦闘ダメージを与えるたび、あなたはその点数に等しい個数の{E}を得る。」を持つことを除きそれのコピーになる。
1/3
Illustrated by Justyna Dura
- 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
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Notes and Rules Information for オーロラの変幻者:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- You don't choose a target for Aurora Shifter's last ability at the time it triggers. Rather, a second "reflexive" ability triggers when you pay {E}{E} this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal. (2024-06-07)
- Aurora Shifter copies exactly what was printed on the original creature and nothing else, with the listed exception (unless that permanent is 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 and Equipment attached to it, and so on. (2024-06-07)
- If the copied creature has {X} in its mana cost, X is 0. (2024-06-07)
- If the copied creature is copying something else, then Aurora Shifter becomes a copy of whatever that creature copied (with the listed exception). (2024-06-07)
- Because Aurora Shifter isn't entering the battlefield when it becomes a copy of another creature, any "When [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature won't apply. (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)