MtG關鍵字解說~核心系列關鍵字

看板Magic作者 (esotebri)時間14年前 (2009/08/28 14:40), 編輯推噓6(608)
留言14則, 7人參與, 最新討論串1/1
大家都知道MtG的關鍵字很多,雖然只要在FAQ出來時把它背下來就好了,但是有很多新加 入的玩家並不會也不知道要去找那些散落在各處的規則集。還有那些在日後更新的規則, 那些只有刻意關心的人才會注意,因此我把完整規則裡有關關鍵字的段落整理好,加上已 經翻過的翻譯,中文缺漏的部份由我加以翻譯。 我會這麼做的理由是因為看到了這篇文章︰ 文章代碼(AID): #1AOpAfP7 (Magic) [ptt.cc] [問題] 許多新的技能 剛好我也想要有一份完整的關鍵字解說,所以就有這份文件的誕生,給我自己以及所有愛 好MtG的玩家。請享用。 這篇文章收錄了目前被認為會出現在核心系列的異能。 ===== 序言 請注意,這並非正式的完整規則譯本。請不要以此份文件作為規則遵守的依據,也請不要 以本文件來質問玩家或裁判對於規則的熟稔度。於正式比賽中,主審有最高的規則解釋權 。 本文件的原始文件為Comprehensive Rules,網址為 http://www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules;另外部份語言的 常見問題集網址也為此。 本文件的譯本部份參考2006年10月的中文版魔法風雲會完整規則與各系列問世時的常見問 題集,網址為http://www.wotctaiwan.com/MTG/tourrule.html。無法參考的部份則由譯 者私自翻譯。 本文件若有錯漏之處,將於近期逐步修正。 本文件之所有中文翻譯名稱,均為撰寫者查詢相關資料後方便讀者閱讀所製成之資料,並 不代表或具有官方之立場,內容僅供參考。 本文件為私自翻譯的文章,並不保證內容的正確性,請勿轉載本文件的任何私自翻譯部份 於任何地方,避免對本遊戲的規則理解有誤,也請勿催促官方更新相關之文件。 本文件為散落在各處的關鍵字規則解釋集中於此文件,以中英對照方式編寫。 本文件依據修訂時間為2009年7月8日的Comprehensive Rules翻譯而成。 ===== 702. 關鍵字異能 Keyword Abilities 702.1. 大部分的異能是由牌上的規則敘述詳細描述其效果。而另一些異能則極為常見, 或是其定義會佔去牌上太多空間。在這種情形下,該物件只列出異能的名字作為「關鍵字 」;有時會以規則提示大略描述此遊戲規則。Most abilities describe exactly what they do in the card's rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a "keyword"; sometimes reminder text summarizes the game rule. 702.2. 死觸 Deathtouch 702.2a 死觸屬於靜止式異能。Deathtouch is a static ability. 702.2b 玩家為具有死觸的生物分配戰鬥傷害的時候,可以將傷害任意分配在阻擋它或被 它阻擋的生物之間。這是規則510.1c至d之流程的例外狀況。A player assigning combat damage from a creature with deathtouch can divide that damage as he or she chooses among any number of creatures blocking or blocked by it. This is an exception to the procedures described in rules 510.1c-d. 702.2c 如果在上一次檢查依狀態而生的效應後,某生物受到具死觸之來源的傷害,它便 依狀態而生的效應被消滅。請參見規則704。A creature that's been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704. 702.2d 同一個物件上的數個死觸異能並無意義。Multiple instances of deathtouch on the same object are redundant. 702.3. 守軍 Defender 702.3a 守軍屬於靜止式異能。Defender is a static ability. 702.3b 具守軍異能的生物不能攻擊。A creature with defender can't attack. 702.3c 同一個生物上的數個守軍異能並無意義。Multiple instances of defender on the same creature are redundant. 702.4. 連擊 Double Strike 702.4a 連擊屬於靜止式異能,會影響戰鬥傷害步驟的規則。(請參見規則510,「 戰鬥 傷害步驟 」) Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.") 702.4b 在戰鬥傷害步驟開始時,若任一進行攻擊或阻擋的生物具先攻或連擊異能,則只 有具有先攻(見規則702.7)或連擊異能的生物在此時分配戰鬥傷害。之後並不會如常進 行到戰鬥結束,而是改為此階段增加了第二個戰鬥傷害步驟,用來處理這些剩下來的生物 。在第二個戰鬥傷害步驟中,還存活著,且未在前步驟中分配戰鬥傷害的不具先攻異能的 生物與具連擊異能的生物會在此時分配戰鬥傷害。之後如常進行到戰鬥結束。 If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that didn't have first strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. 702.4c 若在第一個戰鬥傷害步驟中移除某生物的連擊異能,則此生物將無法在第二個戰 鬥傷害步驟中分配戰鬥傷害。 Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step. 702.4d 若在第一個戰鬥傷害步驟中,於某先攻生物的先攻戰鬥傷害進入堆疊後讓它獲得 連擊異能,則此生物依然可以在第二個戰鬥傷害步驟中分配戰鬥傷害。 Giving double strike to a creature with first strike after it has already put first strike combat damage onto the stack in the first combat damage step will allow the creature to assign combat damage in the second combat damage step. 702.4e 同一個生物上的數個連擊異能並無意義。Multiple instances of double strike on the same creature are redundant. 702.5. 結附 Enchant 702.5a 結附是靜止式異能,寫成「結附於[物件或玩家]」。結附異能會限制靈氣結界的 目標,以及靈氣能夠結附的東西。 Enchant is a static ability, written "Enchant [object or player]." The enchant ability restricts what an Aura spell can target and what an Aura can enchant. 702.5b 靈氣的詳細資訊,詳見規則303,「結界」。 For more information on Auras, see rule 303, "Enchantments." 702.5c 若某靈氣具有數個結附異能,則每一個都會生效。該靈氣的目標必須同時符合結 附異能所限制的特徵。該靈氣只能結附於同時符合所有要求的物件或玩家。If an Aura has multiple instances of enchant, all of them apply. The Aura's target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities. 702.5d 有些靈氣可以結附於玩家,亦即它們會以玩家為目標,並結附在玩家上。有些靈 氣並不能以永久物為目標,也不能結附於永久物上。Auras that can enchant a player can target and be attached to players. Such Auras can't target permanents and can't be attached to permanents. 702.6. 佩帶 Equip 702.6a 佩帶屬於武具這種神器牌的起動式異能。「佩帶[費用]」一詞意指「[費用]:將 此武具移到目標由你操控的生物上。此異能只可以在你能使用巫術時使用。」 Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this Equipment to target creature you control. Activate this ability only any time you could cast a sorcery." 702.6b 欲知更多關於武具的資訊,請參見規則301,「神器」。 For more information about Equipment, see rule 301, "Artifacts." 702.6c 若同一個神器上有許多個佩帶異能,則均可任意使用。 If an Equipment has multiple instances of equip, any of its equip abilities may be used. 702.7. 先攻 First Strike 702.7a 先攻屬於靜止式異能,會影響戰鬥傷害步驟的規則。(請參見規則510,「 戰鬥 傷害步驟 」) First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.") 702.7b 在戰鬥傷害步驟開始時,若任一進行攻擊或阻擋的生物具先攻或連擊異能(見規 則702.4),則只有具有先攻或連擊(見規則702.4)異能的生物在此時分配戰鬥傷害。之 後並不會如常進行到戰鬥結束,而是改為此階段增加了第二個戰鬥傷害步驟,用來處理這 些剩下來的生物。在第二個戰鬥傷害步驟中,還存活著,且未在前步驟中分配戰鬥傷害的 生物與具連擊異能的生物會在此時分配戰鬥傷害。之後如常進行到戰鬥結束。If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that didn't have first strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. 702.7c 若使某生物在第一個戰鬥傷害步驟之後獲得或移除先攻異能,並不會使此生物無 法造成戰鬥傷害,也不會讓它能造成兩次戰鬥傷害。Adding or removing first strike any time after combat damage has been put on the stack in the first combat damage step won't prevent a creature from dealing combat damage or allow it to deal combat damage twice. 702.7d 同一個生物上的數個先攻異能並無意義。Multiple instances of first strike on the same creature are redundant. 702.8. 閃現 Flash 702.8a 閃現屬於靜止式異能,會在具有此異能的牌位於你可以使用它的區域時生效。「 閃現」意指:「你可以於你能夠施放瞬間的時機下使用此牌。」Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could cast an instant." 702.8b 同一個物件上的數個閃現異能並無意義。Multiple instances of flash on the same object are redundant. 702.9. 飛行 Flying 702.9a 飛行屬於躲避式異能。Flying is an evasion ability. 702.9b 只有具飛行和/或延勢異能的生物才能阻擋具飛行異能的生物。無論某生物是否 具有飛行異能,具有飛行異能的生物都可以阻擋它。(請參見規則509,「宣告阻擋者步 驟」與規則702.15,「延勢」)A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, "Declare Blockers Step," and rule 702.15, "Reach.") 702.9c 同一個生物上的數個飛行異能並無意義。Multiple instances of flying on the same creature are redundant. 702.10. 敏捷Haste 702.10a 敏捷屬於靜止式異能。Haste is a static ability. 702.10b 對於具有敏捷異能的生物來說,即使其操控者在他最近的一回合開始時並未持續 操控之,它仍然能夠攻擊。(請參見規則302.6。)If a creature has haste, it can attack even if it hasn't been controlled by its controller continuously since his or her most recent turn began. (See rule 302.6.) 702.10c 對於具有敏捷異能的生物來說,即使其操控者在他最近的一回合開始時並未持續 操控之,它仍然能夠起動包含橫置或重置符號的起動式異能。(請參見規則 302.6。) If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn't been controlled by that player continuously since his or her most recent turn began. (See rule 302.6.) 702.10d 同一個生物上的數個敏捷異能並無意義。Multiple instances of haste on the same creature are redundant. 702.11. 威嚇 Intimidate 702.11a 威嚇屬於躲避式異能。Intimidate is an evasion ability. 702.11b 具有威嚇異能的生物只能被神器生物和/或與它有共通顏色的生物阻擋。(請參 見規則509,「 宣告阻擋者步驟 」)A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, "Declare Blockers Step.") 702.11c 同一個生物上的數個威嚇異能並無意義。Multiple instances of intimidate on the same creature are redundant. 702.11d 在現時的時間中,沒有生物具有威嚇異能。這只是事先加在規則書的異能。At this time, there are no cards with intimidate. It has been added to the rulebook in advance. 702.12. 地行者 Landwalk 702.12a 地行者是通用詞,寫成「[類別]行者」,此類別通常會是副類別(比如說「海島 行者」),但也可能會是任一種地牌的類別,地類別,超類別,或是上述的組合(比如說 「雪境沼澤行者」,或「傳奇地行者」)。Landwalk is a generic term that appears within an object's rules text as "[type]walk," where [type] is usually a subtype (as in "islandwalk"), but can be the card type land, any land type, any supertype, or any combination thereof (as in "snow swampwalk" or "legendary landwalk"). 702.12b 地行者屬於躲避式異能。只要對手至少操控一個所指定副類別和/或超類別的地 ,具有地行者異能的生物便不能被阻擋。(請參見規則509,「宣告阻擋者步驟」) Landwalk is an evasion ability. A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype and/or supertype. (See rule 509, "Declare Blockers Step.") 702.12c 若有玩家得選擇一個地行者異能,則該玩家必須為該地行者異能選擇一個地類別 和/或超類別,該地行者異能上的類別並不需要是印刷在牌上的文字If a player is allowed to choose any landwalk ability, that player chooses a landwalk ability that includes one land subtype and/or one supertype. The chosen ability doesn't need to have been printed on a card. 702.12d 地行者異能並不會互相「抵消」。Landwalk abilities don't "cancel" one another. 例:若防禦玩家操控雪境樹林,則即使他操控了具雪境樹林行者異能的生物,也不會因此 讓他能阻擋具雪境樹林行者異能的生物。Example: If a player controls a snow Forest, that player can't block an attacking creature with snow forestwalk even if he or she also controls a creature with snow forestwalk. 702.12e 同一個生物上的數個同類別地行者異能並無意義。Multiple instances of the same kind of landwalk on the same creature are redundant. 702.13. 繫命 Lifelink 702.13a 繫命屬於靜止式異能。具有繫命的來源造成傷害時,其操控者在該傷害造成的同 時獲得等量的生命。如果該來源沒有操控者,則是其擁有者獲得等量的生命(這是已造成 的傷害產生效果的一部分)。請參見規則118.3。Lifelink is a static ability. Damage dealt by a source with lifelink causes that source's controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 118.3. 702.13b 同一個物件上的數個繫命異能並無意義。Multiple instances of lifelink on the same object are redundant. 702.14. 保護 Protection 702.14a 保護屬於靜止式異能,寫作「反[特性]保護」。此特性通常為顏色(比如說「反 黑保護」),但也可以是其他的特徵。若此特性為一個牌名,則保護所適用的來源為具有 該名稱牌名的來源。若此特性為一種類別、副類別或超類別,則保護所適用的來源包括該 類永久物,與不在戰場上的該類來源。這是規則109.2的一個例外。Protection is a static ability, written "Protection from [quality]." This quality is usually a color (as in "protection from black") but can be any characteristic value. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2. 702.14b 若咒語具某特性,或是異能來源具某特性,便不能以具該特性保護異能之永久物 或玩家為目標。A permanent or player with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. 702.14c 若靈氣具某特性,便不能結附在具該特性保護異能之永久物或玩家上。此狀況下 ,該靈氣會置入其擁有者的墳墓場;這是依狀態而生的效應。(見規則704,「依狀態而 生的效應 」)A permanent or player with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners' graveyards as a state-based action. (See rule 704, "State-Based Actions.") 702.14d 若武具或工事有某特性,便不能裝備在具該特性保護異能之永久物上。此狀況下 ,該武具或工事將不再裝備在該永久物上,但仍留在戰場。(見規則704,「依狀態而生 的效應 」) A permanent with protection can't be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, "State-Based Actions.") 702.14e 若傷害來源具某特性,且將對具該特性保護異能之永久物或玩家造成傷害,則此 傷害會被防止。Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented. 702.14f 若生物具某特性,便不能阻擋具該特性保護異能之攻擊生物。Attacking creatures with protection can't be blocked by creatures that have the stated quality. 702.14g 「反[特性A]與反[特性B]保護」是「反[特性A]保護」與「反[特性B]保護」的合 稱縮寫;它代表兩個不同的保護異能。如果有效應令某物件失去了反 [特性A]保護,該物 件依舊擁有反[特性B]保護。"Protection from [quality A] and from [quality B]" is shorthand for "protection from [quality A]" and "protection from [quality B]"; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B]. 702.14h 「Protection from all [特徵]」是「反[特性A]保護」,「反[特性B]保護」以 及具有該特徵的所有其他特性的合稱縮寫;它代表數個不同的保護異能。如果有效應令某 物件失去了反[特性A]保護,該物件其他的保護異能依舊生效。"Protection from all [characteristic]" is shorthand for "protection from [quality A]," "protection from [quality B]," and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on. 702.14i 「反一切保護」是保護異能的變化。具有反一切保護的永久物會對所有物件產生 作用,而無關該物件的特徵值。該永久物不能成為咒語或異能的目標,不能被靈氣結附, 不能佩帶武具,不能構工工事,不能被生物阻擋,且防止將對該永久物造成的所有傷害。 "Protection from everything" is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that object's characteristic values. Such a permanent can't be targeted by spells or abilities, enchanted by Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented. 702.14j 同一個永久物或玩家上的數個同特性保護異能並無意義。Multiple instances of protection from the same quality on the same permanent or player are redundant. 702.15. 延勢 Reach 702.15a 延勢屬於靜止式異能。Reach is a static ability. 702.15b 只有具飛行和/或延勢異能的生物才能阻擋具飛行異能的生物。(請參見規則 509,「宣告阻擋者步驟」與規則702.9,「飛行」。)A creature with flying can't be blocked except by creatures with flying and/or reach. (See rule 509, "Declare Blockers Step," and rule 702.9, "Flying.") 702.15c 同一個生物上的數個延勢異能並無意義。Multiple instances of reach on the same creature are redundant. 702.16. 帷幕 Shroud 702.16a 帷幕屬於靜止式異能。「帷幕」意指「此永久物或玩家不能成為咒語或異能的目 標。」Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities." 702.16b 同一個永久物或玩家上的數個帷幕異能並無意義。Multiple instances of shroud on the same permanent or player are redundant. 702.17. 踐踏 Trample 702.17a 踐踏屬於靜止式異能,會影響分配攻擊生物之戰鬥傷害的規則。在進行阻擋時或 造成非戰鬥傷害時,具踐踏異能的生物並沒有特殊異能。(請參見規則510,「戰鬥傷害 步驟 」)Trample is a static ability that modifies the rules for assigning an attacking creature's combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, "Combat Damage Step.") 702.17b 具踐踏異能的攻擊生物的操控者,首先將傷害分配給所有阻擋它的生物。若這些 阻擋生物都分配了致命傷害,則剩餘的傷害可以分配在阻擋生物跟防禦玩家或 Planeswalker之間,方式由其操控者決定。決定是否生物已分配了致命傷害時,需考慮 該生物以被標記的傷害值,以及其他生物在同一時間將分配給該生物的傷害,但不考慮某 些異能或效應會改變最後造成之傷害數量。操控者不需要對每個阻擋生物都分配致命傷害 ,但此情形下便不能將傷害分配給防禦玩家或 Planeswalker。The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that's being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that's actually dealt. The attacking creature's controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the player or planeswalker it's attacking. 例:某2/2生物可以阻擋多個生物,且已阻擋了兩個攻擊者:其一為無異能的1/1生物,另 一則為具踐踏異能的3/3生物。攻擊玩家可以將前者的1點傷害和後者的1點傷害都分配給 阻擋生物,且將具踐踏異能之生物的2點傷害分配給防禦玩家。 Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks two attackers: a 1/1 with no abilities a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample. 例:某個具反綠保護異能的2/2生物,阻擋了具踐踏異能的6/6生物。即使該阻擋者的保護 異能會防止傷害,該攻擊生物的操控者也必須分配至少2點傷害給該阻擋者;然後該攻擊 生物的操控者可以把剩餘的傷害分配給阻擋者或防禦玩家。Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature's controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker's protection ability. The attacking creature's controller can divide the rest of the damage as he or she chooses between the blocking creature and the defending player. 702.17c 若具踐踏異能的攻擊生物被阻擋,但是沒有阻擋它的生物可以分配傷害,則其傷 害將全部分配給被攻擊的玩家或Planeswalker。If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it's attacking. 702.17d 如果具有踐踏異能的生物攻擊Planeswalker,則沒有戰鬥傷害會對防禦玩家造成 之,就算該Planeswalker已經移出戰鬥或攻擊生物可以對 Planeswalker分配超過目前忠 誠值的傷害。If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign to that planeswalker exceeds its loyalty. 702.17e 同一個生物上的數個踐踏異能並無意義。Multiple instances of trample on the same creature are redundant. 702.18. 警戒 Vigilance 702.18a 警戒屬於靜止式異能,會影響宣告攻擊者步驟的規則。 Vigilance is a static ability that modifies the rules for the declare attackers step. 702.18b 具警戒異能的生物,攻擊時不需橫置。(請參見規則508,「宣告攻擊者步驟」 。) Attacking doesn't cause creatures with vigilance to tap. (See rule 508, "Declare Attackers Step.") 702.18c 同一個生物上的數個警戒異能並無意義。Multiple instances of vigilance on the same creature are redundant. [略] 702.33. 恐懼 Fear 702.33a 恐懼屬於躲避式異能。Fear is an evasion ability. 702.33b 具有恐懼異能的生物只能被神器生物和/或黑色生物阻擋。(請參見規則509, 「宣告阻擋者步驟」) A creature with fear can't be blocked except by artifact creatures and/or black creatures. (See rule 509, "Declare Blockers Step.") 702.33c 同一個生物上的數個恐懼異能並無意義。 Multiple instances of fear on the same creature are redundant. -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 114.24.144.174

08/28 17:21, , 1F
恐懼要被廢除了嗎? =w=
08/28 17:21, 1F

08/28 17:31, , 2F
糟了 我忘了
08/28 17:31, 2F
※ 編輯: esotebri 來自: 114.24.144.174 (08/28 17:36)

08/28 21:16, , 3F
同一個生物上的數個踐踏異能可以把對方生物踏的更扁XD
08/28 21:16, 3F

08/28 21:18, , 4F
唯一被廢除的關鍵字異能只有substance了吧
08/28 21:18, 4F
※ 編輯: esotebri 來自: 114.24.144.174 (08/28 21:52)

08/28 22:02, , 5F
還有只在5張牌出現的Islandhome也被廢除 不過這不重要
08/28 22:02, 5F

08/29 00:03, , 6F
恐懼我覺得遲早會模組化 不過用字上會有困難
08/29 00:03, 6F

08/29 00:04, , 7F
例如黑色恐懼 意義上就不太對 因為會怕的是其他色(爆)
08/29 00:04, 7F

08/29 01:04, , 8F
樓上說的恐懼模組化似乎就是未來的威嚇
08/29 01:04, 8F

08/29 01:15, , 9F
好像不太一樣 如果是不能被與自己不同色生物阻擋呢?
08/29 01:15, 9F

08/29 01:20, , 10F
樓上說的威嚇是?我還沒看過相關消息@@
08/29 01:20, 10F

08/29 01:20, , 11F
不同色我有想過 不過在多色生物上會有麻煩
08/29 01:20, 11F

08/29 01:29, , 12F
在多色生物上不麻煩啊,只是更弱而已囧
08/29 01:29, 12F

08/29 01:31, , 13F
702.11. 威嚇 Intimidate
08/29 01:31, 13F

08/29 01:33, , 14F
我為我按的End而對不起 囧
08/29 01:33, 14F
文章代碼(AID): #1AbtlNfL (Magic)