Hidra da Gênese {X}{G}{G}
Criatura — Planta Hidra
Quando você conjurar esta mágica, revele os X cards do topo do seu grimório. Você pode colocar um card de permanente não de terreno com valor de mana igual ou inferior a X dentre eles no campo de batalha. Depois, embaralhe o restante em seu grimório.
Hidra da Gênese entra no campo de batalha com X marcadores +1/+1.
0/0
Illustrated by Donato Giancola
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Legal
- Explorer
- Not Legal
- Modern
- Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Legal
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Notes and Rules Information for Hidra da Gênese:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra. (2017-11-17)
- If you have fewer than X cards in your library, you reveal all of them. (2017-11-17)
- If a card in a player's library has {X} in its mana cost, X is considered to be 0. (2017-11-17)
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card. (2017-11-17)
- If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green. (2017-11-17)
- If "the rest" is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled. (2017-11-17)