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Vial Smasher the Fierce

Serie: Commander 2016 (C16)

Rarity: Mythic Commander 2016 Mythic

Informatie

foil

Komt voor in

Serie Normaal Foil
Commander 2016
 -
12,95    
foil
Commander Legends (EF)
 -
16,95    
Vial Smasher the Fierce | Commander 2016

Prijs:

€ 12,95

Uitverkocht
 Reactie plaatsen
24-5-2017 21:04:00

Dit is dezelfde persoon als Ankle Shanker!

29-12-2016 00:32:00

Ik denk het.

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
28-12-2016 23:30:00

Misschien ben ik een van de weinigen die deze gewoon in zijn deck zou willen stoppen in plaats van hem als Commander te gebruiken?

28-12-2016 23:27:00

Nee, alleen als foil net als alle andere C16 Commanders.

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
28-12-2016 23:27:00

Bestaat deze niet als non-foil?

Oracle

Legendary Creature - Goblin Berserker 2 / 3

Whenever you cast your first spell each turn, choose an opponent at random. Vial Smasher the Fierce deals damage equal to that spell's converted mana cost to that player or a planeswalker that player controls.
Partner (You can have two commanders if both have partner.)

Tournooi-info

Legal in: Vintage, Legacy, Commander

Officiele rulings

11/8/2016
Vial Smasher’s triggered ability triggers when you cast your first spell each turn, regardless of whose turn it is.

11/8/2016
Vial Smasher has to be on the battlefield at the moment you cast your first spell. If that spell causes Vial Smasher to leave the battlefield as an additional cost to cast it, Vial Smasher’s ability can’t trigger. If that spell is Vial Smasher itself, Vial Smasher’s ability can’t trigger.

11/8/2016
For spells with X in their mana costs, use the value chosen for X to determine the spell’s converted mana cost.

11/8/2016
Vial Smasher’s triggered ability resolves before the spell that caused it to trigger. If Vial Smasher’s ability resolves and the spell that caused it to trigger has been countered, use that spell’s converted mana cost as it last existed on the stack to determine how much damage is dealt.

11/8/2016
The opponent to be dealt damage is chosen at random while the triggered ability is resolving. No player may take any actions between choosing the player and dealing that player damage.

11/8/2016
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 Akiri and Silas Renn are your commanders, your deck may contain cards with white, blue, black, and red in their color identity, but not green.

11/8/2016
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.

11/8/2016
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.

11/8/2016
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 one of them, not from both of them combined. Command Beacon’s effect puts one into your hand from the command zone, not both.

11/8/2016
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

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