Druida de la incubación

Incubation Druid
Commander: Streets of New Capenna
#296
Druida de la incubación Parte PosteriorDruida de la incubación Frente
Precio Min CT
Precio de Mercado CT
Precio de Mercado US
$2.06
TIPO
Criatura — Druida elfo

HABILIDADES
{T}: Agrega un maná de cualquier tipo que pueda producir una tierra que controlas. Si la Druida de la incubación tiene un contador +1/+1 sobre ella, en vez de eso, agrega tres manás de ese tipo. {3}{G}{G}: Adaptar 3. (Si esta criatura no tiene contadores +1/+1 sobre ella, pon tres contadores +1/+1 sobre ella.)

FUERZA/RESISTENCIA
0/2

ILUSTRADOR
Daniel Ljunggren

LEGAL EN
Standard Future Historic Timeless Gladiator Pioneer Explorer Modern Legacy Pauper Vintage Penny Commander Oathbreaker Standardbrawl Brawl Alchemy Paupercommander Duel Oldschool Premodern Predh

IDIOMAS
EN FR DE IT JP KR PT RU ES ZH-CN ZH-TW

NORMAS
  • 2019-01-25 If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • 2019-01-25 Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says “{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.” If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
  • 2019-01-25 The types of mana are white, blue, black, red, green, and colorless.
  • 2019-01-25 Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
  • 2019-01-25 Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
  • 2019-01-25 You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
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