Jeska, Rinata Tre Volte
 
Community Rating:
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Community Rating: 5 / 5  (0 votes)
Card Name:
Jeska, Rinata Tre Volte
Mana Cost:
2Red
Mana Value:
3
Types:
Planeswalker Leggendario — Jeska
Card Text:
Jeska, Rinata Tre Volte entra nel campo di battaglia con un segnalino fedeltà per ogni volta che hai lanciato un comandante dalla zona di comando in questa partita.
0: Scegli una creatura bersaglio. Fino al tuo prossimo turno, se quella creatura sta per infliggere danno da combattimento a uno dei tuoi avversari, infligge invece il triplo di quel danno a quel giocatore.
-X: Scegli fino a tre bersagli. Jeska, Rinata Tre Volte infligge X danni a ognuno di essi.
Jeska, Rinata Tre Volte può essere il tuo comandante.
Partner
Loyalty:
0
Expansion:
Rarity:
Mythic Rare
Card Number:
186
Artist:
Language:
Italian
Rulings
11/10/2020 If you cast Jeska, Thrice Reborn and she is your commander, that casting counts for her first ability.
11/10/2020 For a creature affected by Jeska's second ability, if that creature has trample, only the damage dealt to the defending player is tripled (as long as that player is one of your opponents). For example, say you activate that ability targeting a 5/5 creature with trample, attack one of your opponents with that creature, and that creature is blocked by a 3/3 creature. You could assign 3 damage to the blocking creature and 2 damage to the defending player. If you did, your attacker would deal 3 damage to the blocking creature and 6 damage (2 damage tripled) to the defending player. All of the damage remains combat damage.
11/10/2020 If a creature is targeted by Jeska's second ability twice, combat damage it would deal one of your opponents is multiplied by nine. Three abilities multiply the damage by twenty-seven, and so on.
11/10/2020 If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
11/10/2020 Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
11/10/2020 To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
11/10/2020 Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional 2 the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
11/10/2020 If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
11/10/2020 An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
11/10/2020 You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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