Adapt: Difference between revisions

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'''Adapt''' is a [[keyword action]] introduced in ''[[Ravnica Allegiance]]'' for the [[Simic Combine]].<ref>{{NewRef|feature/ravnica-allegiance-mechanics-2018-12-17|''Ravnica Allegiance'' Mechanics|[[Matt Tabak]]|December 17, 2018}}</ref><ref>{{NewRef|making-magic/building-allegiances-part-1-2019-01-02|Building Allegiances, Part 1|[[Mark Rosewater]]|January 2, 2019}}</ref>       
'''Adapt''' is a [[keyword action]] introduced in ''[[Ravnica Allegiance]]'' for the [[Simic Combine]].<ref>{{DailyRef|feature/ravnica-allegiance-mechanics-2018-12-17|''Ravnica Allegiance'' Mechanics|[[Matt Tabak]]|December 17, 2018}}</ref><ref>{{DailyRef|making-magic/building-allegiances-part-1-2019-01-02|Building Allegiances, Part 1|[[Mark Rosewater]]|January 2, 2019}}</ref>       


==Description==
==Description==

Revision as of 23:24, 6 April 2019

Adapt
Keyword Action
Introduced Ravnica Allegiance
Last used Ravnica Allegiance
Reminder Text [cost]: Adapt y (If this creature has no +1/+1 counters on it, put N +1/+1 counter(s) on it.)
Statistics 12 cards
{U}33% {G}33% {G/U}33%
Scryfall Search
keyword:"Adapt"

Adapt is a keyword action introduced in Ravnica Allegiance for the Simic Combine.[1][2]

Description

Adapt is tweaked version of Monstrosity.[3] It is written as Adapt N, where N is any natural number. If a creature has no +1/+1 counters on it, you may pay the adapt cost to put N +1/+1 counters on that creature. In contrast to Monstrosity, if a creature somehow loses its +1/+1 counters, it can adapt again and pick up more.[4][5] Alternatively one can place counters in response to the activation to stop the creature from getting N counters.

Rules

Template:Keyword CR

Rulings

  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.

Example

Example

Aeromunculus {1}{G}{U}
Creature — Homunculus Mutant
2/3
Flying
{2}{G}{U}: Adapt 1 (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)

References

Template:Keywords and abilities