The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

AFR (Adventures in the Forgotten Realms) · #242 · EN
Dungeon Map
Artifact
"Wait, is that a secret door? I can't tell for sure . . . there's some blood in the way."
Wyjaśnienie po polsku
Mapa lochu (Dungeon Map)
Artefakt
Jak działa karta?
Artefakt dający przy przekręceniu i pozwalający za
,
rozpocząć lub kontynuować "Wyprawę do lochu (Venture into the dungeon)"; aktywuj tylko jako czar.
Mapa lochu to artefakt, który można przekręcać, aby dodać . Za
,
pozwala aktywować akcję "Wyprawa do lochu (Venture into the dungeon)", czyli wejść do pierwszego pomieszczenia wybranego lochu lub przesunąć się do następnego pomieszczenia, jeśli już jesteś w lochu. Aktywację można wykonać tylko jako czar, więc tylko w głównej fazie kontrolera, gdy stos jest pusty.
Ważne interakcje
- Aby wejść do lochu, wybierasz kartę lochu spoza gry i umieszczasz ją w strefie dowodzenia, a następnie przesuwasz znacznik wyprawy na pierwsze pomieszczenie.
- Jeśli już jesteś w lochu i otrzymasz efekt "Wyprawa do lochu (Venture into the dungeon)", przesuwasz się do następnego pomieszczenia; po ukończeniu ostatniego pomieszczenia loch jest usuwany z gry.
- Gdy wchodzisz do pomieszczenia, wywoła to wyzwalacz jego zdolności; wybór lochu/pomieszczenia dokonany podczas rozwiązywania akcji nie może być poprzedzony odpowiedzią przeciwnika.
Częste pomyłki
- Mylenie
z poświęceniem permanentu —
jedynie przekręca, nie poświęca karty.
- Sądzenie, że możesz odpowiedzieć lub zmienić wybór lochu/pomieszczenia po rozpoczęciu akcji "Wyprawa do lochu (Venture into the dungeon)" — wybór jest częścią rozwiązywania tej akcji i przeciwnicy nie mogą na niego odpowiedzieć przed wyzwalaniem pomieszczenia.
Przykład
W swojej turze, w głównej fazie, zapłaciłeś i przekręciłeś Mapę lochu, aby wejść do lochu spoza gry; umieściłeś wybrany loch w strefie dowodzenia i przesunąłeś znacznik na pierwsze pomieszczenie.
Dane wydruku
- Set
Adventures in the Forgotten Realms (AFR)
- Data wydania
- 2021-07-23
- Rzadkość
- Uncommon
- Artysta
- Aaron Miller
- Mana value
- 3
- Mana cost
- Power / Toughness
- — / —
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 028506ad-ad36-44e5-b488-d038e2d2445f
- Oracle ID
- 20f1bba5-d398-4d6e-a76a-75e29df42aec
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Venture into the dungeon
- Tożsamość kolorów
- Bezkolorowa
- Produkuje manę
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- arena, paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 8 885
- Penny rank
- —
- Multiverse IDs
- 527529
- Arena ID
- 77347
- MTGO ID
- 91986
- TCGplayer ID
- 243191
- Cardmarket ID
- 571293
- Illustration ID
- 5a71925a-ce95-4a5c-ac5a-4bbaa9b5a06c
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
Dungeons are removed from the game as a state-based action.
Moving into a dungeon room will cause its room ability to trigger.
Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
A player may only have one dungeon in the command zone at a time.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
Pełny rekord źródłowy JSON
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