Koth du marteau

Koth of the hammer
Koth of the hammer

Koth est un planeswalker qui manipule la magie rouge. Sa spécialité est la géomancie, la magie qui déplace les montagnes, fracasse la pierre et liquéfie le fer. Sa magie de la terre a une puissance spéciale qui lui permet de purifier le métal, ce qui reflète le désir intérieur de Koth d'apporter la paix et l'harmonie à son peuple.

Koth est un vulshok de la Tribu du Marteau, qui réside dans la chaîne montagneuse d'Oxidda sur le plan de Mirrodin. Son étincelle de planeswalker s'est embrasée quand les tribus de son peuple autrefois pacifiques sont entrées en guerre ouverte pour la première fois depuis des générations. Le métal que les siens minaient traditionnellement dans les montagnes d'Oxidda devint étrangement corrompu. Les lingots forgés par la Tribu de l'Enclume devinrent cassants et irréguliers. Chaque tribu en blâma une autre pour la faiblesse du minerai sacré et les vieilles rancunes commencèrent à émerger. Koth pensa pouvoir utiliser sa capacité pour purifier le minerai. Avec son aide, le métal recouvra sa solidité et les escarmouches entre tribus se firent plus rares. Koth est un chef passionné pour son peuple, mais c'est aussi un grand sage malgré sa relative jeunesse, cherchant toujours conseil avant de se précipiter dans l'action. Mais si c'est inévitable, Koth ne perd pas de temps à discuter et il est capable d'abattre une montagne sur quiconque ose menacer son foyer.


Koth du marteau est l'un de mes planeswalkers préférés. Bien sûr il n'est pas très intimidant comme ça, mais il est très rentable et on ne prend pas beaucoup de risque à le jouer, un peut comme la première version de Garruk!


Son 1er effet vous donne déjà une 4/4 célérité pour 4 mana si vous l('utilisez dès l'entrée en jeu. Cela signifie qu'il peut tenir la route dans un deck aggro. En outre, c'est un élémental! Dès lors, si vous avez joué un Chauffeur d'âme incandescent au tour précédent, vous vous retrouvez avec un élémental 5/5 célérité! Vous pouvez également vous servir de ce terrain dégagé pour jouer une autre carte à un mana ou même le garder pour réserver une Foudre si votre adversaire tente quoi que ce soit. ;)


Son 2ème effet quant à lui est mon préféré. Bien entendu, il prédestine son détenteur à un deck redfull ( monocolore rouge), mais il y a moyen de contourner cette contrainte en utilisant, soit des terrains comme la Crypte de sang, les Conduits de vapeur, la Fonderie sacrée ou encore le Terrain de prédilection (qui vous offre une large gamme de mana tout en possédant une certaine quantité de montagnes), soit en utilisant des cartes qui donnent le sous-type "montagne" à vos terrains comme la Lune de sang.


Enfin, l'ultime de Koth va vous faire acquérir une batterie de tourelles permanente, assez impressionnante et extrêmement maniable. Bien entendu, je conseille à nouveau les cartes nommées ci-dessus.


Rules details/ détails concernant les règles:



1/1/2011: Emblems behave similarly to enchantments: They have an ability that, in a general sense, continually affects the game. The primary difference between them is that emblems aren't permanents and don't exist on the battlefield. Nothing in the game can remove an emblem, simply because no other spell or ability references them. Once you get an emblem, you keep it for the rest of the game. Emblems have no color, name, card type, or other characteristics beyond the listed ability

  • 1/1/2011: Koth's first ability can target any Mountain, including an untapped Mountain and/or a Mountain another player controls.
  • 1/1/2011: If Koth's first ability animates a Mountain that came under your control that turn, it will have "summoning sickness" and be unable to attack. It will also be unable to be tapped to activate an ability with the {T} symbol in its cost, such as the Mountain's mana ability or the ability granted to it by Koth's emblem.
  • 1/1/2011: Loyalty abilities can't be mana abilities. Koth's second ability uses the stack and can be countered or otherwise responded to. Like all loyalty abilities, it can be activated only once per turn, during your main phase, when the stack is empty, and only if no other loyalty abilities of this permanent have been activated this turn.
  • 1/1/2011: Koth's emblem grants an activated ability to each Mountain you control at any given time for the rest of the game. It will continuously check which permanents you control are Mountains to determine what has the ability. For example, a Mountain that comes under your control later in the game will have the ability, while a Mountain you controlled at the time the emblem was created, but that later came under the control of another player, will no longer have the ability.
  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.