In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.

CLB (Commander Legends: Battle for Baldur's Gate) · #164 · EN
Bloodboil Sorcerer
Creature — Human Shaman Sorcerer
Crown of Madness —
Wyjaśnienie po polsku
Czarownik Krwawego Wrzenia (Bloodboil Sorcerer)
Stwór — Człowiek Szaman Czarodziej
Korona Szaleństwa (Crown of Madness) —
Jak działa karta?
Gdy wchodzi, bierzesz inicjatywę (wchodzisz do Undercity). Możesz zapłacić i poświęcić artefakt lub stwora, aby Prowokować (Goad) wskazany stwór, zmuszając go do ataku.
Gdy ten stwór wchodzi na pole bitwy, bierzesz inicjatywę — otrzymujesz specjalne oznaczenie, które powoduje m.in. wejście do Undercity. Umiejętność „Korona Szaleństwa (Crown of Madness)” daje aktywację za i wymaga poświęcenia artefaktu albo stwora jako kosztu; efekt to „Prowokuj (Goad)” wskazanego stwora, który aż do twojej następnej tury musi atakować w każdej walce, jeśli może, i atakować gracza innego niż ty, jeśli może. Efekty inicjatywy i wejścia do lochów są od siebie niezależne i mają szczególne zasady opisane w rulings.
Ważne interakcje
- Tylko jeden gracz może mieć inicjatywę naraz; gdy bierzesz inicjatywę, wchodzisz do Undercity (Sekretne Wejście).
- Jeśli jesteś już w lochu, wezwanie do wejścia do Undercity przenosi cię do następnego pokoju; jeśli jesteś w ostatnim, kończysz tamten loch i zaczynasz Undercity.
- W grze Two-Headed Giant, jeśli obu graczy z drużyny jednocześnie wynikną efekty zabierające inicjatywę, porządek rozwiązywania ich wyzwalających się zdarzeń ustala gracz mający inicjatywę.
Częste pomyłki
- Mylenie Prowokuj (Goad) z wymuszaniem ataku na planeswalkery — tekst wymaga ataku na gracza innego niż ty, nie odnosi się do planeswalkerów.
- Sądzanie, że nie można ponownie wziąć inicjatywy — można to zrobić; spowoduje to ponowne wejście do Undercity, ale nie da wielu oznaczeń inicjatywy.
Przykład
Na twojej turze wystawiasz Czarownika Krwawego Wrzenia; natychmiast bierzesz inicjatywę i wchodzisz do Undercity, a przeciwnik musi uważać na aktywację Korony Szaleństwa.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Commander Legends: Battle for Baldur's Gate (CLB)
- Data wydania
- 2022-06-10
- Rzadkość
- Uncommon
- Artysta
- Bartek Fedyczak
- Mana value
- 4
- Mana cost
- Power / Toughness
- 3 / 3
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 0bdf1222-2fc5-4dae-a7a5-6ba774b02843
- Oracle ID
- acdcffa0-87e5-48a2-93d2-572febfc9d52
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Goad, Crown of Madness
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 14 037
- Penny rank
- —
- Multiverse IDs
- 563047
- Arena ID
- —
- MTGO ID
- 100350
- TCGplayer ID
- 273293
- Cardmarket ID
- 660734
- Illustration ID
- 4fa886cb-5a55-40f5-91c0-5bd00e56090f
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
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