Vault 12: The Necropolis 12号避难所:古城墓地

Vault 12: The Necropolis
{4}{B}{B}
Enchantment — Saga 结界~传纪 结界~传纪

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Each player gets three rad counters.

II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.

III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.

(于此传纪进战场时及于你抓牌步骤后,加一个学问指示物。到III后牺牲之。)

I — 每位牌手各得到三个拉德指示物。

II — 派出X个2/2黑色灵俑/突变体衍生生物,X为所有牌手上的拉德指示物总数量。

III — 在每个由你操控且为灵俑或突变体的生物上各放置两个+1/+1指示物。

(于此传纪进场时及于你抓牌步骤后,加一个学问指示物。到III后牺牲之。)

I — 每位牌手各得到三个拉德指示物。

II — 派出X个2/2黑色灵俑/突变体衍生生物,X为所有牌手上的拉德指示物总数量。

III — 在每个由你操控且为灵俑或突变体的生物上各放置两个+1/+1指示物。

🖌 Nicholas Gregory
标准
炼金
先驱
探险
摩登
史迹
薪传
争锋
特选
不朽
指挥官
纯铁

翻译信息

牌名翻译:官方中文
规则叙述翻译:MTGZH
背景叙述翻译:N/A
牌图来源:官方

单卡释疑

  • (2024-03-08 official)

    「具有拉德指示物」此事会带来一个与之关联的固有触发式异能。该触发式异能没有来源,且由主动牌手操控。该异能的完整叙述为「在具有拉德指示物之牌手战斗前的行动阶段开始时,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。」
    There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
  • (2024-03-08 official)

    如果当拉德指示物的触发式异能结算时,该牌手牌库中剩余的牌张数量少于其所具有的拉德指示物,则该牌手需磨掉尽可能多的牌。
    If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
  • (2024-03-08 official)

    由你操控且既是灵俑也是突变体的生物,只会因12号避难所的最后一个异能得到两个+1/+1指示物。
    A creature you control that’s both a Zombie and a Mutant will get only two +1/+1 counters from Vault 12’s last ability.
  • (2024-03-08 official)

    拉德指示物是牌手可具有的一种指示物。它们没有与任何特定的永久物相关联。
    Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • (2024-03-08 official)

    而其他会与牌手得到、具有或失去指示物互动的效应(例如增殖),都会如此与拉德指示物产生互动。
    Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
  • (2024-03-08 official)

    务必仔细记录每位牌手得到的拉德指示物数量。记录方式可以是纸笔或骰子,只要是清晰明确且双方同意的形式都没问题。
    Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
  • (2024-03-08 gpt)

    在使用队伍共享回合模式的游戏中(例如魔王游戏或双头巨人游戏),与拉德指示物相关联的固有触发式异能会为主动队伍中每位具有拉德指示物的牌手触发一次。每个异能的操控者为相应的牌手。
    In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
  • (2024-03-08 official)

    利用12号避难所第二个章节异能结算时,仍在游戏中之所有牌手上的拉德指示物数量来决定X的数值。
    Use the number of rad counters among all players still in the game when Vault 12’s second chapter ability resolves to determine the value of X.
  • (2024-03-08 official)

    拉德指示物不会随步骤、阶段或回合结束而消失。只会在有效应令牌手移去自身的拉德指示物时才会不见。
    Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
  • (2024-03-08 official)

    这些牌都是同时被全部磨掉,也就是说,只要磨掉了至少一张非地牌,注记于「每当一位或多位牌手磨掉一张或数张非地牌时」触发的异能便会触发,且只会触发正好一次。
    The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.