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Cosmic Intervention

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1 édition recensée dans notre catalogue, des plus récentes aux plus anciennes.

Cosmic Intervention, édition Kaldheim Commander
Kaldheim Commander KHC · N° 3 2021-02-05

Texte de la carte

{3}{W}
Instant
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step. Foretell {1}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Mots-clés : Foretell
Rang EDHREC #4154 Rare Pas sur la Reserved List
Vue en boutique
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Lance une comparaison : on interroge les boutiques en direct, elle est peut-être arrivée ce matin.

Standard ∅ Pas légale
Pioneer ∅ Pas légale
Modern ∅ Pas légale
Legacy ✓ Légale
Vintage ✓ Légale
Pauper ∅ Pas légale
Commander ✓ Légale
Oathbreaker ✓ Légale
Brawl ∅ Pas légale
Historic ∅ Pas légale
Timeless ∅ Pas légale
Alchemy ∅ Pas légale
Explorer ∅ Pas légale
Gladiator ∅ Pas légale
Penny ∅ Pas légale
Duel ✓ Légale

Précisions officielles

7 précisions · en anglais, source Scryfall

Once Cosmic Intervention resolves, any “When [this creature] dies” abilities of permanents you control won’t trigger for the rest of the turn because those permanents won’t be put into the graveyard.

2021-02-05 · Wizards of the Coast

If a token permanent would be put into a graveyard, it’s exiled and then ceases to exist. It won’t return to the battlefield.

2021-02-05 · Wizards of the Coast

If you return an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. An Aura returning to the battlefield this way doesn’t target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura’s qualities can’t be chosen this way. If there’s nothing legal for the Aura to enchant, it stays in exile.

2021-02-05 · Wizards of the Coast

Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.

2021-02-05 · Wizards of the Coast

Each permanent that is exiled instead of being put into a graveyard from the battlefield creates its own triggered ability to return itself. Those abilities all trigger at the beginning of the next end step, and you can choose the order in which those abilities will go on the stack. The cards will be returned to the battlefield one at a time as those abilities resolve.

2021-02-05 · Wizards of the Coast

If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.

2021-02-05 · Wizards of the Coast

Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.

2021-02-05 · Wizards of the Coast

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