Venser est un planeswalker qui manipule la magie bleue et la magie blanche. Ses spécialités sont la magie de téléportation, et la construction de ses propres artefacts
uniques et puissants. Venser est brillant, doté d'un esprit vif comme l'éclair pour se sortir de toute situation problématique qu'il rencontre. Il se fie à sa connaissance de
l'artifice et de la téléportation pour se frayer un chemin dans le Multivers, où il parvient à satisfaire sa curiosité insatiable pour les mécanismes en tous genres.
Venser était arrivé du monde dévasté d'Urborg sur le plan de Dominaria. Adulte, il vivait seul dans son atelier
parmi les vestiges de vaisseaux de guerre et d'épaves datant de l'invasion phyrexiane de Dominaria. Grâce aux pièces trouvées dans les tas de débris entourant son foyer, il avait construit des appareils qui pouvaient aider à se
téléporter. Le planeswalker Téfeiri lui demanda son aide et utilisa ses appareils pour voyager rapidement dans tout Dominaria afin de refermer des distorsions temporelles dangereuses en des points cruciaux du plan. Le talent de téléportation de
Venser finit par enflammer son étincelle, ce qui lui permit alors de voyager au-delà des frontières de Dominaria. C'est ainsi qu'il entama la voie qui lui permettrait d'accomplir sa destinée en tant que premier d'une nouvelle race de
planeswalkers.
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
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1/1/2011: The first ability can target any permanent you own, including those another player controls.
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1/1/2011: If the first ability exiles a token, that token will cease to exist. It won't return to the battlefield.
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1/1/2011: A permanent exiled by the first ability will return to the battlefield under your control at the beginning of the next end step even if you no longer control Venser at that
time.
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1/1/2011: Venser's second ability doesn't lock in what it applies to. That's because the effect states a true thing about creatures, but doesn't actually change the characteristics of
those creatures. As a result, all creatures can't be blocked that turn, including creatures you don't control, creatures that weren't on the battlefield at the time the ability resolved, and
creatures that have lost all abilities.
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1/1/2011: Venser's last ability creates an emblem with a triggered ability. The emblem is the source of the triggered ability. Because emblems are colorless, you can target permanents
with protection from white or from blue, for example, with the triggered ability.
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1/1/2011: Whenever you cast a spell, the emblem's ability triggers and goes on the stack on top of it. It will resolve before the spell does.
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1/1/2011: If you control more than one such emblem, each one's ability will trigger separately whenever you cast a spell.
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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.
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7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
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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.
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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.
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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.”
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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.
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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.
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7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
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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.
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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.
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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.