Sigil of Deadwood (Blue)
Go again
At the beginning of your action phase, destroy this.
When this leaves the arena, create a Runechant token.
At the beginning of your action phase, destroy this.
When this leaves the arena, create a Runechant token.
Rulings
From the Rosetta + 1st Strike release notes
- Sigil of Deadwood’s first ability is go again. You will only gain an action point from go again if Sigil of Deadwood resolves on the stack. If it is put into the arena by a card or an effect, you are not considered to “go again” and you will not receive the action point from it.
- Sigil of Deadwood’s second ability triggers at the beginning of your action phase. Players receive priority during this phase and will have an opportunity to resolve other cards and effects before this triggered layer resolves.
- Sigil of Deadwood’s third ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.), even from its own effect. When the trigger resolves on the stack, you will create a Runechant token.
Keyword notes
Go again - Go again allows multiple actions to be played in a turn when usually playing an action with use up your action point, and therefore end your turn. A card with go again gives the controller of that card or activated ability 1 action point when it resolves.
- When an action with go again resolves, its controller gains 1 action point.
- Multiple instances of go again on the same card or activated ability do not stack. If a card or activated ability has multiple instances of go again when it resolves its controller gains 1 action point only.
- If an action with go again does not resolve, its controller does not gain 1 action point.
- You cannot reveal a card with no
to Belittle. The card must have a value to its power that is 3 or less. (0 is a value)
ClassRuneblade
TypeAction
SubtypesAura
Cost0
Defense2
PitchBlue
KeywordsGo again
ArtistsDaniel Jiménez, Saad Irfan
Versions
Price history
ROS161More from Rosetta
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