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Kreatur — Nachtmahr X/X, 5B (6)
Fliegend (Diese Kreatur kann außer von fliegenden Kreaturen und Kreaturen mit Reichweite nicht geblockt werden.) Stärke und Widerstandskraft des Nachtmahrs sind gleich der Anzahl der Sümpfe, die du kontrollierst.
Der Donner seiner Hufe verwandelt Träume in Verzweiflung.
Illus. Carl Critchlow
Creature - Nightmare Horse Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control.1
Crystal Keep Rulings Summaries
- If you run out of Swamps, the Nightmare dies as a state-based effect (see Rule 420) right before the next player gains priority. [D'Angelo 1999/05/01]
- Note - This card was creature type "Nightmare" until Oracle 2007/10/01, when it became "Nightmare Horse".
- Note - The Beta printing version of this card has a blotch over the word Swamp that is not in any of the other printings.
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