Coto de Cuervos Carta MTG


Colecciones da cartaLanzado en 2 coleccionesVer todos
RarezaComún
TipoPlano — Páramo Sombrío

Conclusiones clave

  1. Enables strategic card draw and mana acceleration, crucial for dominating the game’s flow.
  2. Demands careful mana planning and hand resource management due to its costs.
  3. Its uniqueness adds strategic depth, particularly benefiting Elemental-focused decks.

Donde comprar

Si estás buscando comprar una carta MTG Coto de Cuervos de un coleccione específico como Planechase Planes and Planechase Anthology Planes, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.

Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.

Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.

A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Coto de Cuervos y otras cartas MTG:

Continuar explorando otros productos sellados en Amazon
Ver productos MTG

Texto de la carta

Todas las criaturas tienen la habilidad de debilitar. (Hacen daño a las criaturas en forma de contadores -1/-1.) Siempre que lances caos, pon un contador -1/-1 sobre la criatura objetivo, dos contadores -1/-1 sobre otra criatura objetivo y tres contadores -1/-1 sobre una tercera criatura objetivo.


Card Pros

Card Advantage: Raven’s Run is an excellent tool for edging ahead in card economy. It allows for strategic drawing that can significantly bolster your hand, keeping your options versatile and threatening to opponents.

Resource Acceleration: This card efficiently boosts your resource pool. With the capacity to add extra mana, it propels you ahead, enabling bigger plays and reinforcing your board presence much quicker than your adversary.

Instant Speed: The versatility of an instant speed spell cannot be overstated. Raven’s Run disrupts the flow of the game at critical moments, potentially saving you from dire situations or maximizing the impact of your strategy at the end of an opponent’s turn.


Card Cons

Discard Requirement: Raven’s Run necessitates discarding a card upon activation. This could deplete your hand at critical moments, leaving you without enough options for strategic plays later in the game.

Specific Mana Cost: Raven’s Run demands a precise combination of mana types to be cast. This requirement can be restrictive, making it less versatile and harder to fit into multi-colored or colorless decks that may not produce the needed mana as consistently.

Comparatively High Mana Cost: The cost to play Raven’s Run is not considered low. When you compare it to other cards with similar or more impactful effects, it’s evident that it may not always be the most economical choice in terms of mana efficiency. This can slow down your game and reduce the speed of your deck’s performance overall.


Reasons to Include Raven’s Run in Your Collection

Versatility: Raven’s Run is a highly adaptable card that fits seamlessly into a variety of decks. It’s particularly potent in formats where land utility plays a critical role in strategy formulation, allowing for diverse and flexible gameplay.

Combo Potential: With its ability to interact with graveyard mechanics, Raven’s Run serves as a key component in decks that capitalize on card recursion or graveyard synergies. This opens up avenues for powerful combinations that can change the course of the game.

Meta-Relevance: For players engaged in competitive play, staying attuned to the prevailing meta is crucial. Raven’s Run’s attributes address the needs of several prominent strategies, making it a relevant and timely addition as the landscape of MTG continues to evolve.


How to Beat

Raven’s Run presents a unique challenge on the battlefield in MTG. This potent card requires a strategic approach to overcome its abilities. A key tactic is to address the mana generation capability that Raven’s Run offers to the opposing player. Focusing on land destruction or control effects can prevent them from gaining the advantage that the additional mana provides. Moreover, utilizing cards with land bounce abilities can temporarily set back your opponent’s mana curve, giving you an edge. It’s crucial to have countermeasures ready to deal with the creatures or spells that Raven’s Run may help your opponent bring into play. Therefore, playing cards that can invalidate or neutralize spells and abilities can prove to be effective in suppressing the power boost that Raven’s Run could provide. Additionally, having removal spells on hand to deal with problematic permanents swiftly is advisable. As with all challenges in MTG, flexibility and adaptation to the evolving game state will be your greatest allies when facing a card like Raven’s Run.


Cartas como Coto de Cuervos

Raven’s Run promises to be a dynamic presence in decks where land strategy is key. Like other dual lands in MTG, Raven’s Run enters the battlefield tapped but offers a tactical advantage by providing two types of mana. It joins an esteemed lineup of lands like Temple of Epiphany which also enters tapped, offers scry 1 to filter draws, but doesn’t have the creature enhancing ability that Raven’s Run possesses.

Comparing it with other cards in its category, Rootbound Crag is a contender with no entry tapped drawbacks if you control a Mountain or Forest, thus offering immediate versatility. Another similar card is Cinder Glade, benefiting both from the basic land types Mountain and Forest, and the ability to come into play untapped if you control two or more basic lands. However, neither grants the power and toughness increase for Elementals that is unique to Raven’s Run.

Ultimately, Raven’s Run could be viewed as an underdog with its distinctive ability to bolster the strength of Elemental creatures, potentially turning the tides of the game while providing essential mana in a pinch.

Temple of Epiphany - Carta Magic versiones
Rootbound Crag - Carta Magic versiones
Cinder Glade - Carta Magic versiones
Temple of Epiphany - Carta Magic versiones
Rootbound Crag - Carta Magic versiones
Cinder Glade - Carta Magic versiones

Cartas similares a Coto de Cuervos por color, tipo y coste de maná

Celestine Reef - Carta Magic versiones
Stairs to Infinity - Carta Magic versiones
The Great Forest - Carta Magic versiones
Sea of Sand - Carta Magic versiones
Izzet Steam Maze - Carta Magic versiones
Cliffside Market - Carta Magic versiones
Agyrem - Carta Magic versiones
Sokenzan - Carta Magic versiones
Velis Vel - Carta Magic versiones
Academy at Tolaria West - Carta Magic versiones
Naar Isle - Carta Magic versiones
Minamo - Carta Magic versiones
The Fourth Sphere - Carta Magic versiones
Pools of Becoming - Carta Magic versiones
The Eon Fog - Carta Magic versiones
Prahv - Carta Magic versiones
The Zephyr Maze - Carta Magic versiones
Kharasha Foothills - Carta Magic versiones
Trail of the Mage-Rings - Carta Magic versiones
Stensia - Carta Magic versiones
Celestine Reef - Carta Magic versiones
Stairs to Infinity - Carta Magic versiones
The Great Forest - Carta Magic versiones
Sea of Sand - Carta Magic versiones
Izzet Steam Maze - Carta Magic versiones
Cliffside Market - Carta Magic versiones
Agyrem - Carta Magic versiones
Sokenzan - Carta Magic versiones
Velis Vel - Carta Magic versiones
Academy at Tolaria West - Carta Magic versiones
Naar Isle - Carta Magic versiones
Minamo - Carta Magic versiones
The Fourth Sphere - Carta Magic versiones
Pools of Becoming - Carta Magic versiones
The Eon Fog - Carta Magic versiones
Prahv - Carta Magic versiones
The Zephyr Maze - Carta Magic versiones
Kharasha Foothills - Carta Magic versiones
Trail of the Mage-Rings - Carta Magic versiones
Stensia - Carta Magic versiones

Impresiones

La carta Coto de Cuervos Magic the Gathering se lanzó en 2 colecciones diferentes entre 2009-09-04 y 2018-12-25. Ilustrado por Omar Rayyan.

#LiberadoNombreCódigoSímboloNúmeroMarcoDisposiciónBordeArtista
12009-09-04Planechase PlanesOHOP 312003PlanarNegraOmar Rayyan
22018-12-25Planechase Anthology PlanesOPCA 662015PlanarNegraOmar Rayyan

Reglas e información

La guía de referencia para las reglas de las cartas Coto de Cuervos de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.

Fecha Texto
2009-10-01 A face-up plane card that’s turned face down becomes a new object with no relation to its previous existence. In particular, it loses all counters it may have had.
2009-10-01 A plane card is treated as if its text box included “When you roll {PW}, put this card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.” This is called the “planeswalking ability.”
2009-10-01 Damage from creatures with wither affects players and planeswalkers normally.
2009-10-01 If an ability of a plane refers to “you,” it’s referring to whoever the plane’s controller is at the time, not to the player that started the game with that plane card in their deck. Many abilities of plane cards affect all players, while many others affect only the planar controller, so read each ability carefully.
2009-10-01 If the source of the damage is still on the battlefield at the time that damage is dealt, its characteristics are checked to see if it has wither. If the source has left the battlefield by then, its last existence on the battlefield is checked to see if it had wither.
2009-10-01 Multiple instances of wither are redundant.
2009-10-01 Since damage from a creature with wither is real damage, it follows all the other rules for damage. It can be prevented or redirected. When it’s dealt, it will cause “Whenever
-his creature] deals damage” and “Whenever
-his creature] is dealt damage” abilities to trigger.
2009-10-01 The -1/-1 counters that result from wither remain on the damaged creature indefinitely. They won’t be removed if the creature regenerates or the turn ends.
2009-10-01 The controller of a face-up plane card is the player designated as the “planar controller.” Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
2009-10-01 Wither applies to any damage, not just combat damage.
2009-10-01 You must target three different creatures when the chaos ability triggers, even if that means you have to target creatures you control. If you can’t target three creatures (because there are just two creatures on the battlefield, perhaps), the ability is removed from the stack and does nothing.