Druid Class
Enchantment — Class
Deutsch: Klasse der Druiden
Einschätzung
- Commander-Rang
- #1.661 von rund 30.000
- Regelmäßig im Einsatz, obere 5,5 %
- Preis
- 1,82 €
- Cardmarket
- Seltenheit
- Ungewöhnlich
- AFR 180
Regeltext
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Formate
- Commander erlaubt
- Standard nicht dabei
- Pioneer erlaubt
- Modern erlaubt
- Legacy erlaubt
- Vintage erlaubt
- Pauper nicht dabei
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Combos mit dieser Karte
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Glacial Chasm+Ramunap Excavator+Druid Class
Prevent all damage that would be dealt to you, Lock
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Glacial Chasm+Conduit of Worlds+Druid Class
Prevent all damage that would be dealt to you, Lock
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Glacial Chasm+Crucible of Worlds+Druid Class
Prevent all damage that would be dealt to you, Lock
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Springheart Nantuko+Doubling Season+Druid Class
Infinite creature ETB, Infinite creature tokens, Infinite landfall triggers, Infinite tapped Forest tokens
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Glacial Chasm+Druid Class+Walk-In Closet // Forgotten Cellar
Prevent all damage that would be dealt to you, Lock
-
Springheart Nantuko+Parallel Lives+Druid Class
Infinite creature ETB, Infinite creature tokens, Infinite landfall triggers, Infinite tapped Forest tokens
Daten von Commander Spellbook
Offizielle Rulings 12
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A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
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A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
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Gaining a level won't remove abilities that a Class had at a previous level.
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Gaining a level is a normal activated ability. It uses the stack and can be responded to.
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If you have more than one Druid Class at level 2 or higher, you can play that many additional lands per turn. For example, with two Druid Classes at level 2, you can play three lands during your turn.
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You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
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Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
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You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
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For the third ability, the power and toughness of the creature will change as the number of lands you control changes.
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Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
