Runeclé de Dimir {3}
Artefact
{T} : Ajoutez {U} ou {B}.
{U}{B} : La Runeclé de Dimir devient une créature-artefact 2/2 bleue et noire Horreur jusqu'à la fin du tour et ne peut pas être bloquée ce tour-ci.
Une clé qui se glisse dans toutes les serrures.
Illustrated by Daniel Ljunggren
- 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 Runeclé de Dimir:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless. (2013-04-15)
- Activating the ability that turns the Keyrune into a creature while it's already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply. (2013-04-15)