Sobre Escraviza-mentes
Escraviza-mentes, Artefato lendário, desenhada por Glen Angus lançada primeiramente em Oct, 2003 na edição Mirrodin e foi impressa exatamente em 6 formas diferentes. Vê jogo em 1 formatos: Commander. É uma carta chave em 10 combos.
Um deck de controle que se concentra em perturbar o plano de jogo do oponente se beneficiaria com o uso do Mindslaver, pois permite controle total sobre as decisões e recursos do oponente durante um turno. Embora Mindslaver possa ser uma carta poderosa e revolucionária, existem outras opções como Emrakul, the Promised End, que não apenas controla o turno do oponente, mas também oferece uma enorme ameaça no campo de batalha. Se Mindslaver deve ou não ser jogado depende da estratégia específica e do meta do formato, mas pode definitivamente ser uma ferramenta poderosa no deck certo.
Regras
13/07/16
Controlling a player doesn’t allow you to look at that player’s sideboard. If an effect instructs that player to choose a card from outside the game, you can’t have that player choose any card.
01/12/04
If you make another player cast Shahrazad, you don’t control that player in the subgame, but you continue to control them once the subgame is completed.
01/12/04
You also make choices for your own permanents, spells, and abilities as usual.
01/12/04
You can’t make the other player concede. A player can choose to concede at any time.
01/12/04
You choose which spells the other player casts, and make all decisions as those spells are cast and when they resolve. For example, you choose the target for that player’s Shock, and what card that player gets with Diabolic Tutor.
01/12/04
You could gain control of yourself using Mindslaver, but gaining control of yourself doesn’t really do anything.
01/12/04
You make all decisions for the other player’s triggered abilities, including what they target and any decisions made when they resolve.
04/10/04
Only lets you make decisions that the player would actually make. If another effect allows another player to make decisions that would normally be made by that player, such as having another player decide how combat damage is dealt, then the other effect takes precedence.
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