Eventide Primer Rules en VO

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Envoyé par arcarum le Mercredi 09 Juillet 2008 à 22:47


Bonne lecture pour nos amis anglophones

_Eventide_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers,
Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified June 11, 2008

_Eventide_ Prerelease tournaments: July 12-13, 2008
_Eventide_ official release date: July 25, 2008

The _Eventide_ set becomes legal for sanctioned Constructed play on its
official release date.
At that time, the following card sets will be permitted in the Standard
format: _Coldsnap_(R), _Time Spiral_(R), _Planar Chaos_(R), _Future
Sight_(R), _Tenth Edition_, _Lorwyn_(TM), _Morningtide_(TM),
_Shadowmoor_(TM), and _Eventide_.
At that time, the following card sets will be permitted in the
_Lorwyn-Shadowmoor_ Block Constructed format: _Lorwyn_, _Morningtide_,
_Shadowmoor_, and _Eventide_.

The _Eventide_ set contains 180 cards (60 common, 60 uncommon, 60 rare).

The Rules Primer is intended to support the _Eventide_ Prerelease
tournaments. It covers major changes to the _Magic: The Gathering_(R)
game rules and the most complicated of the set's new mechanics. If the
wording of a card contradicts the rules or Oracle, assume that the
printed card is correct.

The more comprehensive _Eventide_ Frequently Asked Questions (FAQ)
document will be posted on <MagicTheGathering.com> on Monday, July 14,
2008. _Eventide_ cards will appear in the Gatherer database and the
Oracle(TM) card reference at that time.
-----

***Returning Mechanic: Hybrid***

Hybrid mana symbols represent a cost that can be paid with either of two
colors. For example, {W/B} can be paid with either {W} or {B}. It's both
a white and a black mana symbol. A card with the mana cost {W/B} is both
white and black, and its converted mana cost is 1. Visually, the {W/B}
symbol is a circle divided in half: the upper left looks like a white
mana symbol (sun on a white background) and the lower right looks like a
black mana symbol (skull on a dark gray background).

Restless Apparition
{W/B}{W/B}{W/B}
Creature -- Spirit
2/2
{W/B}{W/B}{W/B}: Restless Apparition gets +3/+3 until end of turn.
Persist (When this creature is put into a graveyard from play, if it had
no -1/-1 counters on it, return it to play under its owner's control
with a -1/-1 counter on it.)

* The hybrid mana symbols that appeared in the _Shadowmoor_ set were
exclusively of allied color pairs: {W/U}, {U/B}, {B/R}, {R/G}, and
{G/W}. By contrast, the hybrid mana symbols that appear in the
_Eventide_ set are exclusively of enemy color pairs: {W/B}, {U/R},
{B/G}, {R/W}, and {G/U}.

* Hybrid mana symbols appear only in costs, such as the mana cost in the
upper right corner of a card or the cost to play an activated ability.

* A card with a hybrid mana symbol in its mana cost is a hybrid card. A
hybrid card is each color that appears in its mana cost, regardless of
what mana was spent to play it. For example, the Restless Apparition
above is both white and black.

* As you play a hybrid spell or an activated ability with a hybrid cost,
you choose which color of mana you will spend for each hybrid mana
symbol at the same time you would choose modes or choose a value for X.
If an effect then reduces the cost to play that spell by one or more
colored mana, it applies to that spell only if you've chosen a method of
paying for it that includes those colors.

* If a cost includes more than one hybrid mana symbol, you can choose a
different color to pay for each symbol. For example, if a spell costs
{W/B}{W/B}, you can spend {W}{W}, {W}{B}, or {B}{B} to pay for it.

* Unlike other multicolored cards, which appear in a gold frame, hybrid
cards appear in a two-tone frame; the left half of the card's frame is
one of its colors and the right half is its other color.

* Hybrid mana symbols are not new colors. You can't add hybrid mana to
your mana pool.
-----

***New Keyword Ability: Retrace***

Retrace is an ability that enables you to play certain instant and
sorcery cards from your graveyard.

Raven's Crime
{B}
Sorcery
Target player discards a card.
Retrace (You may play this card from your graveyard by discarding a land
card in addition to paying its other costs.)

The official rules for retrace are as follows:

502.81. Retrace

502.81a Retrace appears on some instants and sorceries. It represents a
static ability that functions while the card is in a player's graveyard.
"Retrace" means "You may play this card from your graveyard by
discarding a land card as an additional cost to play it." Playing a
spell using its retrace ability follows the rules for paying additional
costs in rules 409.1b and 409.1f-h.

* Playing a card by using its retrace ability works just like playing
any other card, with two exceptions: You're playing the card from your
graveyard rather than your hand, and you must discard a land card in
addition to any other costs.

* A retrace card played from your graveyard follows the normal timing
rules for its card type.

* To play a retrace card from your graveyard, you must pay its mana cost
as well as discard a land card.

* When a retrace card you play from your graveyard resolves or is
countered, it's put back into your graveyard. You may use the retrace
ability to play it again.

* If the active player plays a spell that has retrace, that player may
play that card again after it resolves, before another player can remove
the card from the graveyard. The active player has priority after the
spell resolves, so he or she can immediately play a new spell. Since
playing a card with retrace from the graveyard moves that card onto the
stack, no one else would have the chance to affect it while it's still
in the graveyard.
-----

***New Ability Word: Chroma***

Chroma is an ability word. It appears in italics at the beginning of an
ability that counts the number of mana symbols of a specific color that
are contained within the mana costs of a certain set of cards or
permanents. (An ability word has no rules meaning.)

Heartlash Cinder
{1}{R}
Creature -- Elemental Warrior
1/1
Haste
Chroma -- When Heartlash Cinder comes into play, it gets +X/+0 until end
of turn, where X is the number of red mana symbols in the mana costs of
permanents you control.

* Different chroma abilities have different effects and check different
sets of cards or permanents. Read each card carefully.

* Chroma abilities check only mana costs, which are found in a card's
upper right corner. They don't count mana symbols that appear in a
card's text box.

* Chroma abilities count hybrid mana symbols of the appropriate color.
For example, a card with mana cost {3}{U/R}{U/R} has two red mana
symbols in its mana cost.

* Many chroma abilities check a set of permanents that includes the one
with the chroma ability. For example, Heartlash Cinder's chroma ability
includes itself, so it'll get at least +1/+0. Similarly, Primalcrux (a
{G}{G}{G}{G}{G}{G} creature with power and toughness each equal to the
number of green mana symbols in the mana costs of permanents you
control) will be at least 6/6 while it's in play.

* Copy effects, such as Spitting Image and Clone, copy a permanent's
mana cost (and all the mana symbols therein). A token that's a copy of a
permanent will copy that permanent's mana cost, if that permanent has
one, and will be counted for chroma abilities.
-----

***Cycle: Mimics***

The _Eventide_ set has a cycle of hybrid 2/1 Shapeshifter creatures.
Each one gains an ability and changes size when you play a spell that's
two specific colors.

Shorecrasher Mimic
{1}{G/U}
Creature -- Shapeshifter
2/1
Whenever you play a spell that's both green and blue, Shorecrasher Mimic
becomes 5/3 and gains trample until end of turn.

* A Mimic's ability triggers whenever you play a spell that's both of
its listed colors. It doesn't matter whether that spell also happens to
be any other colors. For example, Shorecrasher Mimic's ability will
trigger if you play Vorosh, the Hunter (which is green, blue, and black).

* A Mimic's ability overwrites most other effects that change or set its
power and toughness. But certain other effects can still apply to it
afterward. They are:
-- Effects that happen after the Mimic's ability resolves that change
its power or toughness (like Giant Growth) or set its power and
toughness to certain values (like Lignify).
-- Counters that change the Mimic's power and toughness, such as +1/+1
or -1/-1 counters, regardless of when they were put on that creature.
-- Static abilities that change the Mimic's power and toughness (such as
those from Glorious Anthem), regardless of when they first took effect.
-- Effects that switch the Mimic's power and toughness, regardless of
when they first took effect.

* Any other abilities the Mimic may have gained are not affected.

* If you play a spell that's the two appropriate colors for the second
time in a turn, the Mimic's ability triggers again. The Mimic will once
again become the power and toughness stated in its ability, which could
overwrite power- and toughness-altering effects that have been applied
to it in the meantime.

* These Shapeshifters do not have the changeling ability, so they're not
all creature types. Only Shapeshifters in the _Lorwyn_ and _Morningtide_
sets have changeling.
-----

***Cycle: Hatchlings***

The _Eventide_ set has a cycle of hybrid 6/6 creatures that each come
into play with four -1/-1 counters on it and lose those counters when
you play spells of certain colors.

Belligerent Hatchling
{3}{R/W}
Creature -- Elemental
6/6
First strike
Belligerent Hatchling comes into play with four -1/-1 counters on it.
Whenever you play a red spell, remove a -1/-1 counter from Belligerent
Hatchling.
Whenever you play a white spell, remove a -1/-1 counter from Belligerent
Hatchling.

* If you play a spell that's both of the listed colors, both abilities
will trigger. You'll remove a total of two -1/-1 counters from the
Hatchling.

* If a Hatchling has no -1/-1 counters on it when the triggered ability
resolves, the ability does nothing. There is no penalty for not being
able to remove a counter.
-----

***Cycle: Hedge-Mages***

The _Eventide_ set has a cycle of hybrid 2/2 creatures that each have a
pair of comes-into-play abilities that check whether you control two or
more lands of a specific basic land type.

Duergar Hedge-Mage
{2}{R/W}
Creature -- Dwarf Shaman
2/2
When Duergar Hedge-Mage comes into play, if you control two or more
Mountains, you may destroy target artifact.
When Duergar Hedge-Mage comes into play, if you control two or more
Plains, you may destroy target enchantment.

* Each of the Hedge-Mage's triggered abilities has an "intervening 'if'
clause." That means (1) the ability won't trigger at all unless you
control two or more lands of the appropriate land type when the
Hedge-Mage comes into play, and (2) the ability will do nothing if you
don't control two or more lands of the appropriate land type by the time
it resolves.

* Each of the Hedge-Mage's triggered abilities look at your lands
individually. This means that if you control two Plateaus, both of
Duergar Hedge-Mage's abilities will trigger.

* Both abilities trigger at the same time. You can put them on the stack
in any order.

* All Hedge-Mage abilities are optional. You choose whether to use them
when they resolve. If an ability has a target, you must choose a target
even if you don't plan to use the ability.
-----

All trademarks are property of Wizards of the Coast, Inc. in the U.S.A.
and other countries. ©2008 Wizards.

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