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Master of Winds

Magic: The GatheringZendikar Rising#68

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Magic: The Gathering

Coût de mana

Zendikar RisingZNR · #68
Type de carte
Creature — Sphinx Wizard
Rareté
Rare
Prix indicatif
0,21 € · ★ 0,25 € · 0,31 $ · ★ 0,23 $
Valeur de mana
4
Force
1
Endurance
4
Couleur
Bleu

Texte de la carte

Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.

Légalité par format

  • BrawlAutorisée
  • CommanderAutorisée
  • CompetitivebrawlAutorisée
  • DuelAutorisée
  • GladiatorAutorisée
  • HistoricAutorisée
  • LegacyAutorisée
  • ModernAutorisée
  • OathbreakerAutorisée
  • PennyAutorisée
  • PioneerAutorisée
  • TimelessAutorisée
  • VintageAutorisée

Légalités issues du catalogue importé ; vérifiez les règles du format avant un tournoi.
Données importées le 2026-10-06 (UTC).

Prix indicatifs Scryfall, actualisés quotidiennement. ★ : foil ; ★ E : foil gravé. EUR et USD correspondent à des marchés distincts.

Informations sur cette impression

Illustration
Yigit Koroglu
Langue de la carte
English
Date de sortie
2020-09-25

Précisions de règles

A Wizard spell is one with the creature type Wizard. Spells that are Wizard-themed (such as Relic Amulet) aren’t Wizard spells.

An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger, but after targets have been chosen for that spell (if it has any targets). The ability resolves even if that spell is countered.

Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Winds may become lethal if you change its base toughness during that turn.

Effects that modify the power or toughness of Master of Winds without setting it will apply to its new base power and toughness no matter when they started to take effect. The same is true for counters that change its power and toughness.

The ability of Master of Winds overwrites any previous effects that set its power and/or toughness to specific values. Other effects that set these characteristics to specific values that start to apply after the ability resolves will overwrite that part of the effect.

You don’t choose a power and toughness for Master of Winds as its ability triggers. Rather, as it resolves, you choose whether to have Master of Winds become 4/1, become 1/4, or not change its power and toughness.

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