Tomar a Iniciativa {W}
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A criatura alvo recebe +1/+1 e ganha iniciativa até o final do turno.
O intervalo de tempo entre avistar um sipaio leonino e sentir suas garras é suficiente apenas para dar o seu último suspiro.
Watermark: Mirran
Illustrated by Steve Argyle
- 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
- Legal
- Oathbreaker
- Legal
- Penny
- Legal
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Notes and Rules Information for Tomar a Iniciativa:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- A creature that gains first strike after other creatures with first strike or double strike deal combat damage in the first combat damage step will still deal damage in the second combat damage step. (2011-01-01)