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Lighthouse Chronologist

Serie: Rise of the Eldrazi (ROE)

Rarity: Mythic Rise of the Eldrazi Mythic

Komt voor in

Serie Normaal Foil
Rise of the Eldrazi
 -
8,95
 -
17,95
Lighthouse Chronologist | Rise of the Eldrazi

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€ 8,95

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€ 17,95

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 Reactie plaatsen
11-5-2011 18:59:00

Maritime Guard maar dan beter

6-3-2011 02:40:00

Laat maar ik weet het antwoord al. Staat bij official ruilings.

6-3-2011 02:35:00

Als je hier 4 van op het veld hebt, wat gebeurt er dan?

NederMagic Rules Advisor G (253) Offline Profiel Stuur persoonlijk bericht
7-11-2010 22:09:00

Naja. Mana open houden is toch niet direct een probleem? Je speelt hem toch wel met Counter back up. Zodra je een Mana of 3-4 Hebt. Meest van de tijd kosten de counters toch 1 of 2 mana.

7-11-2010 21:31:00

Je zult nog steeds mana open moeten houden,
Note aan zelf: Minder drinken in het weekend. Ik maar denken dat ik gepost had bij deze kaart.... Niets meer van te zien!

NederMagic Rules Advisor G (253) Offline Profiel Stuur persoonlijk bericht
7-11-2010 21:07:00

Denk toch wel dat dit best een kans maakt in T2. Vooral nu Blauw weer "Okay" counters heeft, en uiteraard Turn Aside.

7-11-2010 20:23:00

Bartelrune, Shai bedoelt vast dat je deze dan 1 à 2 counters per beurt geeft en de rest van je mana openhoudt voor counterspells.

7-11-2010 17:01:00

Er staat nergens target op deze kaart, dus kan je gewoon nog levelen.

pallie (3) Offline Profiel Stuur persoonlijk bericht
7-11-2010 16:49:00

Kan je hem nog levelen als Diplomatic Immunity erop ligt?

7-11-2010 14:15:00

Shai wrote: "Ja, je kan vast wel aan level 7+ komen wanneer je constant counter mana overhoudt."

Euhm... En als je niet gecounterd hebt, gebruik je die mana om hem wat te levellen? Dat werkt niet hoor. Levellen werkt als een sorcery, dus enkel in je eigen beurt, niet aan het eind van zijn beurt, als jij je voor counteren bedoelde mana nog vrij hebt.

28-10-2010 13:09:00

@Shai
kijk hier even
hier

het tweede deck =] het is zelfs naar hem genoemd!

Red (85) Offline Profiel Stuur persoonlijk bericht
10-9-2010 10:16:00

Mindslaver is niet echt nodig hoor al heb ik ze inderdaad beide in m'n control deck. Controlt allebei toch.

26-8-2010 19:34:00

Reken maar dat dit leuk is in een control deck met Mindslaver big smile

26-8-2010 19:33:00

Mensen hebben het steeds over {-Terror}en.... Als je hier geen Diplomatic Immunity op speelt, dan snap je magic niet helemaal smile

20-6-2010 14:34:00

Sterren, wel goed verstaan.

Oracle

Creature - Human Wizard 1 / 3

Level up U (U: Put a level counter on this. Level up only as a sorcery.)
LEVEL 4-6
2/4

LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra turn after this one.

Tournooi-info

Legal in: Vintage, Legacy, Modern, Commander

Officiele rulings

6/15/2010
The abilities a leveler grants to itself don’t overwrite any other abilities it may have. In particular, they don’t overwrite the creature’s level up ability; it always has that.

6/15/2010
Effects that set a leveler’s power or toughness to a specific value, including the effects from a level symbol’s ability, apply in timestamp order. The timestamp of each level symbol’s ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.

6/15/2010
Effects that modify a leveler’s power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

6/15/2010
If another creature becomes a copy of a leveler, all of the leveler’s printed abilities - including those represented by level symbols - are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.

6/15/2010
A creature’s level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.

6/15/2010
In a two-player game, if you have a level 7 Lighthouse Chronologist and there are no other extra-turn effects, the game will proceed like this (with extra turns in brackets): your turn, your opponent’s turn, [your turn], your turn, your opponent’s turn, [your turn], your turn, your opponent’s turn, and so on.

6/15/2010
In a four-player game, if you have a level 7 Lighthouse Chronologist and there are no other extra-turn effects, the game will proceed like this (with extra turns in brackets): your turn, opponent A’s turn, [your turn], opponent B’s turn, [your turn], opponent C’s turn, [your turn], your turn, opponent A’s turn, and so on. The same principle applies to a multiplayer game with a different number of players.

6/15/2010
The effects of multiple level 7 Lighthouse Chronologists are cumulative. If you control two of them in a two-player game, you’ll take three turns for each turn your opponent takes.

6/15/2010
In a two-player game, if you and your opponent each control a level 7 Lighthouse Chronologist, they’ll essentially cancel each other out and you’ll alternate turns. Since all the turns you’d be taking are extra turns created by these abilities, make sure you know whose normal turn is supposed to be next in case one or both of the Lighthouse Chronologists leaves the battlefield.

6/15/2010
In a multiplayer game, if multiple players each control a level 7 Lighthouse Chronologist, extra turns may sometimes be created faster than they can be taken. Keep track of them carefully. If multiple Chronologist’s abilities trigger during the same turn, the player whose turn would show up sooner in the natural turn order will get the first extra turn. For example, say Players B and C each control a level 7 Lighthouse Chronologist. Player A takes a turn. The game will proceed like this (with extra turns in brackets): Player A’s current turn, [Player B’s turn], [Player C’s turn], [Player B’s turn], [Player C’s turn], and so on. Because Players B and C will each add another extra turn after the other player’s extra turn, Player A will not take another turn as long as both level 7 Lighthouse Chronologists remain on the battlefield.

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