Triunfo de Gerrard Carta MTG


Triunfo de Gerrard - Dominaria
El coste de maná
Costo de maná convertido2
RarezaPoco común
TipoEncantamiento — Saga
Habilidades First strike
Liberado2018-04-27
Coleccione símbolo
Coleccione nombreDominaria
Coleccione códigoDOM
Número38
Frame2015
DisposiciónSaga
BorderNegra
Ilustrado porDaniel Ljunggren

Conclusiones clave

  1. Triumph of Gerrard provides a step-by-step creature boost, ideal for tempo and cumulative board advantages.
  2. It is well-suited for decks focused on building a single, overwhelming threat, influencing long-term plays.
  3. Although not quick to deploy, its full potential can pivot games in creature-centric metas.

Donde comprar

Si estás buscando comprar una carta MTG Triunfo de Gerrard de un coleccione específico como Dominaria, 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 Triunfo de Gerrard y otras cartas MTG:

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Texto de la carta

(En cuanto esta Saga entre y después de tu paso de robar, agrega un contador de sabiduría. Sacrifícala después de III.) I, II — Pon un contador +1/+1 sobre la criatura objetivo que controlas con la mayor fuerza. III — La criatura objetivo que controlas con la mayor fuerza gana las habilidades de volar, dañar primero y vínculo vital hasta el final del turno.


Card Pros

Card Advantage: Triumph of Gerrard’s saga structure provides a built-in series of effects granting incremental advantage. While it doesn’t draw cards directly, each lore counter brings you a step closer to a significant power boost, potentially turning the tide of the game in your favor.

Resource Acceleration: By emboldening your creatures quickly, it effectively ramps your board presence. The final chapter of this saga gives a creature you control a +1/+1 counter, vigilance, lifelink, and indestructible until end of turn, which can result in a crucial tempo swing and pave the way for a more exhaustive use of resources, particularly in aggressive strategies.

Instant Speed: Although Triumph of Gerrard does not operate at instant speed itself, the final lore counter’s buffs last until your next turn, allowing for defensive and offensive flexibility. This sequence mimics the reactionary nature of instant-speed interactions, providing a safety net during your opponent’s turn—a pivotal aspect in the timing-sensitive play of Magic.


Card Cons

Discard Requirement: While Triumph of Gerrard doesn’t have a discard requirement, it’s important to note that enchantments with such costs demand a strategic hand management. Any card with a discard requirement means you’re trading immediate card advantage for potential board impact, an exchange not always favorable.

Specific Mana Cost: Triumph of Gerrard necessitates both white mana and generic mana to cast. This specific mana cost can make it less versatile for multicolored decks that might struggle with mana fixing or prefer to allocate resources to other spells within their mana curve.

Comparatively High Mana Cost: As a 2-mana enchantment, Triumph of Gerrard is competitively priced within its category. However, the four-turn duration before achieving its ultimate effect could be considered high-investment compared to other cards that could provide instant or more immediate benefits, especially in fast-paced games where each turn is crucial.


Reasons to Include in Your Collection

Versatility: Triumph of Gerrard offers a unique approach to buffing up your creatures. It’s particularly useful in decks that aim to build up a single, unstoppable threat. As it’s an enchantment that gets more powerful over time, it can seamlessly fit into strategies that play for the long game, such as control or midrange decks.

Combo Potential: This enchantment synergizes well with cards that benefit from getting +1/+1 counters or becoming legendary. Use it to create unexpected and game-winning interactions in decks that thrive on such combos, or pair it with proliferate mechanics to escalate its impact further.

Meta-Relevance: Given its power to turn even the most unassuming creature into a significant threat, Triumph of Gerrard can be particularly effective in a meta that doesn’t heavily favor instant-speed removal. It’s capable of tipping the scales in creature-heavy environments where board presence and creature buffs are keys to victory.


How to beat

Triumph of Gerrard is a unique Aura card in Magic: The Gathering that bolsters a creature’s power through its saga abilities. Understanding its mechanics is key to effectively countering it. The card, as it progresses through its three lore counters, gives a creature +1/+1 counters and eventually provides a powerful flying and first strike enhancement. It is important to have removal spells handy like Fatal Push or Path to Exile which can disrupt this sequence by targeting the enchanted creature. Timing is everything, as removing the creature at the right saga phase can significantly minimize the impact of Triumph of Gerrard’s built-in buffs.

Another strategy is to use enchantment removal such as Disenchant or Naturalizer to directly remove Triumph of Gerrard from the battlefield before its final lore counter takes effect. By prioritizing the removal of either the enchanted creature or the Aura itself, a player can neutralize the escalating threat. Additionally, keeping control of the board by limiting the opponent’s creature count can undermine the value of Triumph of Gerrard, as it relies on a worthy creature target to maximize its potent buffs.

Being proactive and strategic about resource utilization ensures that powerful cards like Triumph of Gerrard don’t determine the game’s outcome.


Cartas como Triunfo de Gerrard

Triumph of Gerrard is an intriguing card within the world of Magic: The Gathering, belonging to a collection of cards that increment a creature’s capability turn by turn. It’s akin to cards like Call for Unity, which also bolsters creatures but requires a Revolt trigger for the boost. In contrast, Triumph of Gerrard builds momentum directly, enhancing a creature upon the prelude of your upkeep over several turns.

Another parallel can be drawn with History of Benalia, a saga that escalates your board presence with knight tokens before a final crescendo in the creature’s power. While History of Benalia impacts the board immediately with creature tokens, Triumph of Gerrard focuses on empowering a single creature, potentially crafting a more formidable threat over time. Then comes Ethereal Armor, rewarding players right away for each enchantment under their control, potentially offering a more rapid surge in power compared to the gradual escalation Triumph of Gerrard provides.

Ultimately, Triumph of Gerrard holds its ground among enhancement sagas and auras in Magic: The Gathering. Its progressive enhancement of a single creature can set the stage for a powerful offensive, though it does entail a setup that unfolds over turns rather than bestowing an immediate boon.

Call for Unity - Carta Magic versiones
History of Benalia - Carta Magic versiones
Ethereal Armor - Carta Magic versiones
Call for Unity - Carta Magic versiones
History of Benalia - Carta Magic versiones
Ethereal Armor - Carta Magic versiones

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Legalidades

Formatos de Magic the Gathering donde Triunfo de Gerrard tiene restricciones

FormatoLegalidad
HistoricbrawlLegal
HistoricLegal
LegacyLegal
OathbreakerLegal
GladiatorLegal
PioneerLegal
CommanderLegal
ModernLegal
VintageLegal
DuelLegal
ExplorerLegal
PennyLegal
TimelessLegal

Reglas e información

La guía de referencia para las reglas de las cartas Triunfo de Gerrard 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
2018-04-27 A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won’t trigger again.
2018-04-27 As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
2018-04-27 Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
2018-04-27 If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won’t cause a previous chapter ability to trigger.
2018-04-27 If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
2018-04-27 Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
2018-04-27 Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
2018-04-27 Triumph of Gerrard’s chapter abilities each target any creature you control with the greatest power among creatures you control. If the power of another creature you control becomes greater before that ability resolves, the target is illegal.