Coup de confiscation
 
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Coup de confiscation
Mana Cost:
3BlueBlue
Mana Value:
5
Types:
Rituel
Card Text:
Choisissez une cible, artefact ou créature. Vous gagnez EnergyEnergyEnergyEnergy (quatre marqueurs « énergie »), puis vous pouvez payer un nombre de Energy égal à la valeur de mana de ce permanent. Si vous faites ainsi, acquérez-en le contrôle.
Flavor Text:
« Citoyens, ne résistez pas. Nous agissons pour votre sécurité. Tezzeret vous demande de céder vos inventions. Immédiatement. »
Rarity:
Rare
All Sets:
Kaladesh (Rare)
Kaladesh Remastered (Rare)
Modern Horizons 3 Commander (Rare)
Card Number:
178
Artist:
Language:
French
Rulings
9/20/2016 You choose the target artifact or creature as you cast Confiscation Coup. You don't choose whether or not to pay an amount of Energy until Confiscation Coup resolves. If the target becomes an illegal target, Confiscation Coup won't resolve and you won't get EnergyEnergyEnergyEnergy.
9/20/2016 If the target artifact or creature has a mana value of 0, you may choose to pay zero energy and gain control of it.
9/20/2016 If a permanent has Variable Colorless in its mana cost, X is considered to be 0.
9/20/2016 The mana value of a token that isn't a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.
9/20/2016 In a multiplayer game, if a permanent's owner leaves the game after you've gained control of it, the permanent leaves with that player. If you leave the game before that player, the control-change effect ends.
1/19/2018 There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
6/7/2024 Energy is the energy symbol. It represents one energy counter.
6/7/2024 Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
6/7/2024 Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
6/7/2024 If an effect says you get one or more Energy, you get that many energy counters. To pay one or more Energy, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
6/7/2024 Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
6/7/2024 Some triggered abilities state that you "may pay" a certain amount of Energy. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of Energy as the ability resolves.
6/7/2024 Some triggered abilities that state that you "may pay" a certain amount of Energy describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
6/7/2024 If a spell or ability with one or more targets states that you "may pay" some amount of Energy, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any Energy even if you want to.
6/7/2024 Some spells and abilities that give you Energy may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any Energy.
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