Anzrag, la taupe sismique {2}{R}{G}
Créature légendaire — taupe et dieu
À chaque fois qu'Anzrag, la taupe sismique devient bloquée, dégagez chaque créature que vous contrôlez. Cette phase de combat est suivie d'une phase de combat supplémentaire.
{3}{R}{R}{G}{G} : Anzrag doit être bloquée à chaque combat ce tour-ci si possible.
Ses griffes déchirent les fondements de la civilisation.
8/4
Illustrated by Helge C. Balzer
- Standard
- Legal
- Alchemy
- Legal
- Pioneer
- Legal
- Explorer
- Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
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Notes and Rules Information for Anzrag, la taupe sismique:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- If multiple creatures block Anzrag, the Quake-Mole, its first ability still triggers only once. (2024-02-02)
- Anzrag, the Quake-Mole’s first ability may trigger multiple times in the same turn. Each time it resolves, you create an additional combat phase. (2024-02-02)
- If you activate Anzrag, the Quake-Mole’s last ability, only one creature is required to block it each combat this turn. Other creatures may also block it and are free to block other creatures or not block at all. (2024-02-02)
- If you activate Anzrag, the Quake-Mole’s last ability, but each creature the defending player controls can’t block for any reason, Anzrag isn’t blocked. If there’s a cost associated with blocking Anzrag, the defending player isn’t forced to pay that cost, so it doesn’t have to be blocked in that case either. (2024-02-02)