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Armed // Dangerous

Serie: Dragons Maze (DGM)

Rarity: Uncommon Dragons Maze Uncommon

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Serie Normaal Foil
Dragons Maze
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0,15
 1
0,90
Armed // Dangerous | Dragons Maze

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 Reactie plaatsen
20-5-2013 22:36:00

If you exile a split card with Cascade, check if at least one half of that split card has a converted mana cost that's less than the converted mana cost of the spell with cascade. If so, you can cast either half of that split card.

Uit de OR bij Bloodbraid Elf.

20-5-2013 22:29:00

Hoe werkt deze met Cascade kaarten? Rekent die dan de totale cost beide delen opgeteld?

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
6-5-2013 23:50:00

Er is toen met Magic2010 inderdaad nogal wat veranderd op dat gebied. hier vind je een goede samenvatting van die wijzigingen.

6-5-2013 20:27:00

Ik zou toch zweren dat het ergens op een punt in tijd anders gewerkt heeft. Pff... Anderzijds, ik moet ook nog steeds actief nadenken bij het feit dat combat damage al een tijdje niet meer op de stack gaat *zucht*

In ieder geval goed dat je 't verhaal even correct neerzet , dank je

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
6-5-2013 15:26:00

Het is de aanvallende speler die de damage mag verdelen (die de volgorde van de blockers bepaalt).

Verder zijn het twee verschillende combat damage steps.

Een 2/2 double strike doet ook 4 damage, dus een 20/20 double strike doet bij elkaar 40 damage. In 2 swings maai je inderdaad alle blockers omver. Er tramplet niks door, want je moet eerst alle blockers lethal damage assignen.

6-5-2013 15:19:00

De verdedigende speler mag de damage verdelen dus ligt het er maar net aan hoe ie dat doet, gok ik zo.

Maar goed, aannemend dat ie zoveel mogelijk schade tegen wil houden vrees ik dat ie na 20 blockers geen schade meer kan verdelen (het aanvallende beest heeft immers geen 40 power) en na first strike damage gewoon 20 trample damage op z'n neus krijgt.

Kan iemand dit bevestigen?

6-5-2013 15:07:00

wat gebeurt er als...

het creature ook deathtouch en trample heeft. (kresh 20/20)

en er liggen 40 0/1 blokkers. (tokens van bijv avenger of Z)

alle 40 kapot in 2 swings?

of

je assinged 20 targets die doodgaan in 1st strike step en er trampled 20 damage door?

16-4-2013 16:40:00

Die double strike is echt een killer in limited jammer dat hij Sorc speed is

15-4-2013 10:09:00

Ja, staat uitgelegd op het forum in het dragon's maze topic... Als je hem cast als gefusede spell, kun je met 1 counterspell beide kanten counteren, het is 1 resolution, de manacost is de totale cost en in je libary het is wel allemaal of/of

15-4-2013 09:59:00

hoe counter je een gefusede spell? counter one counters both of?

13-4-2013 16:01:00

Armed & Dangerous is een behoorlijk gangbare uitdrukking anders

Premium lid timewa (0) Offline Profiel Stuur persoonlijk bericht
13-4-2013 15:53:00

Knipoog naar het geweldige bordspel Roborally (expansion Armed & Dangerous).

Oracle

Sorcery 

Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)

Tournooi-info

Legal in: Vintage, Legacy, Modern, Commander

Officiele rulings

4/15/2013
If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.

4/15/2013
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

4/15/2013
You can choose the same object as the target of each half of a fused split spell, if appropriate.

4/15/2013
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.

4/15/2013
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

4/15/2013
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

4/15/2013
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.

4/15/2013
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.

4/15/2013
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.

4/15/2013
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.

4/15/2013
Dangerous doesn’t give any creatures the ability to block the target creature. It just forces those creatures that are already able to block the creature to do so.

4/15/2013
As blockers are declared, any creature that’s tapped or affected by a spell or ability that says it can’t block doesn’t block. If there’s a cost associated with having the creature block, no player is forced to pay that cost, so it doesn’t block if that cost isn’t paid.

4/15/2013
If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.

4/15/2013
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

4/15/2013
You can choose the same object as the target of each half of a fused split spell, if appropriate.

4/15/2013
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.

4/15/2013
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

4/15/2013
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

4/15/2013
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.

4/15/2013
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.

4/15/2013
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.

4/15/2013
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.

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