Raging Ravine (Neon Dynasty Commander #176)

Tosende Klamm

Land

Die Tosende Klamm kommt getappt ins Spiel.

{T}: Erzeuge {R} oder {G}.

{2}{R}{G}: Die Tosende Klamm wird bis zum Ende des Zuges zu einer 3/3 roten und grünen Elementarwesen-Kreatur mit „Immer wenn diese Kreatur angreift, lege eine +1/+1-Marke auf sie.“ Sie ist immer noch ein Land.

Illustrated by Todd Lockwood

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Tosende Klamm:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature. (2010-03-01)
  • When a land becomes a creature, that doesn't count as having a creature enter. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters won't trigger. (2010-03-01)
  • Each time you activate Raging Ravine's last ability, it gains an instance of the triggered ability. For example, if you activate the last ability twice and then attack with Raging Ravine, both of the triggered abilities it gained will trigger. It will get a total of two +1/+1 counters. (2018-12-07)
  • Any +1/+1 counters put on Raging Ravine remain on it even after it stops being a creature. They'll have no effect until it becomes a creature again. (2018-12-07)