When Innistrad: Midnight Hunt took the decayed Zombie creature tokens from Innistrad: Crimson Vow, they traded them the Spirit mechanic ( Disturb). The drawback creates a new play pattern, with different archetypes having different ways of exploiting 2/2 creatures that can die on command. under your control', Marauding Raptor's ability will trigger C.R. This way, the opponent had to treat the Zombie creature tokens as a potential threat, but without the stress of escalating combat math. If you control a Dinosaur (such as Marauding Raptor), Drover of the Mighty gets +2/+2 as soon as it enters the battlefield under your control (and since Drover of the Mighty is 'another creature. The idea is that each Zombie has one attack, and you want to save it until it is the right time to use it. R&D liked the flavor of slowly building up a Zombie army and winning the game by attacking with a horde. In some instances, the mechanic is added to creatures that are returned after having died ( Gisa, Glorious Resurrector) or from the graveyard ( Ghouls' Night Out).ĭecayed was designed to create more Zombie creature tokens at low rarities and at a cheaper cost. The tokens that are created with the mechanic are all 2/2 black Zombie tokens. No printed cards have decayed, as the mechanic is usually only seen on token cards. The token wont copy counters or damage marked on Polyraptor, nor will it copy other effects that have changed Polyraptors power, toughness, types, color, or so on. It will also be able to create copies of itself. When they attack, they are sacrificed at the end of combat. An innumerable pack is concealed in a single reflection. You’ll put a +1/+1 counter on the creature with evolve.Decayed creatures can't block. When the evolve trigger tries to resolve, its power is greater. In response, the 1/3 creature gets +2/-2. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. If this happens, the ability will still resolve and you’ll put a +1/+1 counter on the creature with evolve. : When comparing the stats as the evolve ability resolves, it’s possible that the stat that’s greater changes from power to toughness or vice versa. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing. The first ability will resolve and put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. : If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger. : If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats. If neither stat of the new creature is greater, the ability will do nothing. : If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, evolve won’t trigger at all. : Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. : When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
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