Embermaw Cenipai

Embermaw Cenipai (Red)

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Phantasm

When this is destroyed, create an Ash token.

Rulings

From the Uprising release notes
  • Embermaw Cenipai must be in the arena (not as a defending card) for its effect to trigger from being destroyed. If it is anywhere else when it is destroyed (such as on the stack or in arsenal) its effect does not trigger.

Keyword notes

Phantasm - Phantasm is a new keyword that exists on Illusionist attacks. Illusionist attacks with phantasm are powerful but fragile. When an attack with phantasm is defended by a 6{p}+ non-Illusionist attack action card, the attack is destroyed and the combat chain closes.
  • If an attack action is destroyed, it does not resolve. Hit triggers and effects that require the action resolving such as go again do not resolve.
  • Both players have priority during the defending step. Note: This is a new rule introduced with the release of Monarch.
  • When an attack with phantasm is defended by a 6power+ non-Illusionist attack action, a trigger to destroy the attack is put on the chain. Players can respond to this. When it resolves it checks if the attack action still fulfills the requirements to destroy the attack.
  • Phantasm only triggers when the game state changes from false to true. It does not trigger from true to true. (For example: if a defending card goes from 5power to 6power it will create a trigger, but a card going from 6power to 7power will not create another trigger.)
All keywords

Versions

Price history

UPR027

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