Merrow-Dreckschießer {3}{U/B}
Kreatur — Meervolk, Zauberer
{1}{U/B}, {Q}: Eine Kreatur deiner Wahl erhält -2/-0 bis zum Ende des Zuges. ({Q} ist das Enttappsymbol.)
Dreckschießer verbringen so viel Zeit in den Dunklen Mäandern, dass sie einen Teil davon immer mit sich mitschleppen.
2/2
Illustrated by Cyril Van Der Haegen
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not 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
Toolbox
Buy This Card
Notes and Rules Information for Merrow-Dreckschießer:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- If the permanent is already untapped, you can’t activate its {Q} ability. That’s because you can’t pay the “Untap this permanent” cost. (2008-05-01)
- If a creature with an {Q} ability hasn’t been under your control since your most recent turn began, you can’t activate that ability, unless the creature has haste. (2008-05-01)
- When you activate an {Q} ability, you untap the creature with that ability as a cost. The untap can’t be responded to. (The actual ability can be responded to, of course.) (2008-05-01)