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Phare hermétique

Phare hermétique

Terrain

Texte de règles

: Ajoutez . , : Jusqu'à la fin du tour, les créatures que vos adversaires contrôlent perdent la défense talismanique et le linceul et ne peuvent pas avoir la défense talismanique ou le linceul.

When to play this card

Arcane Lighthouse shows up in thousands of Commander and constructed lists as a staple in its role. EDHREC and tournament data confirm it is widely played — not because it is broken, but because it efficiently fills a slot in your curve or interaction package.

In deckbuilding: Land — mana or utility. Tune the number of copies to your format (1 in Commander, up to 4 in 60-card). If your deck lacks an answer to what this card does, consider sideboard slots or a same-mana-cost alternative.

Rareté
uncommon
Prix
$1.76 · €1.63
Légale en
legacyvintagecommander
Voir sur Scryfall →

Décisions de jeu

  • After the second ability resolves, continuous effects generated by the resolution of spells and abilities that would give hexproof or shroud to one of the affected creatures aren't created. For example, after the second ability resolves, a spell cast by an opponent that gives creatures they control hexproof wouldn't cause the creatures to have hexproof. (If that spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)

    2014-11-07

  • Continuous effects generated by static abilities (such as an Aura that grants hexproof to a creature) will not apply during the turn, but will resume applying once the turn ends.

    2014-11-07

  • The second ability applies only to creatures controlled by your opponents when it resolves. Creatures that enter the battlefield or come under an opponent's control later in the turn won't be affected.

    2014-11-07

  • Dina, concocteuse d'essence
  • Excava, émergence du passé
  • Gorma, le gosier
  • Killian, mentor décisif
  • Fatras, le protéiforme
  • Primo, l'illimité

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