COMMANDER LEGENDS

Ghost of Ramirez DePietro

Ghost of Ramirez DePietro

Fantasma de Ramirez DePietro


Criatura Lendária — Espírito Pirata


Fantasma de Ramirez DePietro não pode ser bloqueado por criaturas com resistência igual ou superior a 3. Toda vez que Fantasma de Ramirez DePietro causar dano de combate a um jogador, escolha em um cemitério até um card alvo que tenha sido descartado ou colocado lá de um grimório neste turno. Coloque aquele card na mão de seu dono. Parceiro (Você pode ter dois comandantes se ambos tiverem parceiro.)


2 / 3


Illustrated by Grzegorz Rutkowski

· Commander Legends (CMR)


Ghost of Ramirez DePietro


#71 · Uncommon · Portuguese · Nonfoil/Foil


Legal Formats

Standard
Pioneer
Modern
Legacy
Vintage
Commander
Oathbreaker
Alchemy
Explorer
Historic
Timeless
Brawl
Pauper
Penny

Variants

Under Construction

Prints


Rulings


2020-11-10 : An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

2020-11-10 : Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

2020-11-10 : If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

2020-11-10 : If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

2020-11-10 : Once a creature with toughness 2 or less has blocked this creature, changing the toughness of the blocking creature won't cause this creature to become unblocked.

2020-11-10 : Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

2020-11-10 : The middle ability can't target cards that were discarded on previous turns or put into the graveyard from a library on previous turns.

2020-11-10 : To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

2020-11-10 : You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Comments

Under Construction