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.

CLB (Commander Legends: Battle for Baldur's Gate) · #340 · EN
Trailblazer's Torch
Artifact — Equipment
Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it.
Equip
Wyjaśnienie po polsku
Pochodnia Przewodnika (Trailblazer's Torch)
Artefakt — Wyposażenie
Za każdym razem, gdy wyposażony stwór zostaje zablokowany, zadaje 2 obrażenia każdemu stworu, który go blokuje.
Wyposaż (Equip)
Jak działa karta?
Po wejściu daje ci inicjatywę; wyposażony stwór zadaje 2 obrażenia każdemu stworu go blokującemu. Możesz wyposażyć za , tylko jak czar.
Kiedy to wyposażenie wchodzi na pole bitwy, otrzymujesz inicjatywę (specjalne oznaczenie; implementuje wejście do Undercity zgodnie z zasadami). Gdy stwór wyposażony zostanie zablokowany, zadaje po 2 obrażenia każdemu stworu, który go blokuje. Możesz dołączyć wyposażenie do własnego stwora za , ale możesz to zrobić tylko tak, jakbyś zagrywał czar (tylko w głównej fazie, gdy stos pusty).
Ważne interakcje
- Tylko jeden gracz może mieć inicjatywę naraz; gdy ją bierzesz, wszyscy inni ją tracą.
- Gdy bierzesz inicjatywę, według zasad wchodzisz do Undercity (poruszaj się po lochu).
- Efekt „wejdź do Undercity” i inicjatywa są odrębnymi mechanikami — karta daje inicjatywę, a nie bezpośrednio porusza po lochu, ale instrukcje efektu inicjatywy powodują wejście do Undercity.
Częste pomyłki
- Myślenie, że można wyposażyć w dowolnym momencie — Wyposażaj tylko jak czar (tylko w swojej głównej fazie, gdy stos pusty).
- Zakładanie, że bierzesz wielokrotnie inicjatywę i kumulujesz ją — możesz mieć tylko jedną instancję inicjatywy; ponowne jej wzięcie po prostu odnawia efekt i powoduje ewentualne wejście do Undercity.
Przykład
Na początku tury dołączasz Pochodnię Przewodnika do atakującego stwora za ; jeśli zostanie zablokowany przez dwa stwory, każde z nich otrzyma 2 obrażenia.
Dane wydruku
- Set
Commander Legends: Battle for Baldur's Gate (CLB)
- Data wydania
- 2022-06-10
- Rzadkość
- Common
- Artysta
- Ioannis Fiore
- Mana value
- 4
- Mana cost
- Power / Toughness
- — / —
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 0c4f76ae-e93b-4ca1-ac62-753707f6319e
- Oracle ID
- 1cdac498-3c94-48d6-b94c-1d98697370ea
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Equip
- Tożsamość kolorów
- Bezkolorowa
- 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
- 11 328
- Penny rank
- —
- Multiverse IDs
- 563223
- Arena ID
- —
- MTGO ID
- 100718
- TCGplayer ID
- 272748
- Cardmarket ID
- 659229
- Illustration ID
- eb7cee60-8000-4195-bad9-4740933140bd
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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).
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.
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.
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.
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.
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.
Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.
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.
Pełny rekord źródłowy JSON
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