Seelentreiber
Kreatur — Geist
Immer wenn eine Kreatur aus dem Spiel ins Exil geschickt wird, lege eine +1/+1-Marke auf den Seelentreiber. Zu Beginn deines Endsegments kannst du eine andere Kreatur deiner Wahl, die du kontrollierst, ins Exil schicken und sie dann unter der Kontrolle ihres Besitzers ins Spiel zurückbringen.
Er wacht über jedes Fortgehen.
1 / 1
Illustrated by Seb McKinnon
· Kaldheim Commander (KHC)
Soulherder
#93 · Uncommon · German · Nonfoil
Legal Formats
Standard |
Pioneer |
Modern |
Legacy |
Vintage |
Commander |
Oathbreaker |
Alchemy |
Explorer |
Historic |
Timeless |
Brawl |
Pauper |
Penny |
Variants
Under Construction
Prints
Rulings
2019-06-14 : If a creature is exiled but ends up in another zone (most likely because it’s a player’s commander in the Commander variant), Soulherder’s first ability triggers.
2019-06-14 : If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
2019-06-14 : If any other abilities you control trigger at the beginning of your end step, you choose the targets for all of them as they’re put onto the stack, and you choose the order they’re put onto the stack. For example, this means that you could exile a creature put onto the battlefield by an unearth ability (and then unearth’s delayed triggered ability won’t exile that creature), but you can’t target a creature that will be returned to the battlefield by another ability during your end step (such as Astral Drift’s delayed triggered ability).
2019-06-14 : Once the exiled creature returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners’ graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
Comments
Under Construction