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Clattering Skeletons

AFR (Adventures in the Forgotten Realms) · #312 · EN

Clattering Skeletons

Creature — Skeleton

When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)
RzadkośćCommon
PLN regular0,79 zł
PLN foil0,87 zł
PLN etched—

Stukotliwe Szkielety (Clattering Skeletons)

Stwór — Szkielet

Gdy ten stwór umrze, wkrocz do lochu (Venture into the dungeon). (Wejdź do pierwszego pomieszczenia albo przejdź do następnego pomieszczenia.)

Jak działa karta?

Gdy ten stwór umrze, wchodzisz do lochu: zaczynasz pierwszy pokój lub przechodzisz do następnego, wywołując jego zdolność.

Gdy Stukotliwe Szkielety umrą, wykonujesz akcję Wkrocz do lochu (Venture into the dungeon). Jeżeli nie jesteś jeszcze w żadnym lochu, wybierasz kartę lochu spoza gry, umieszczasz ją w strefie dowodzenia i wchodzisz do pierwszego pomieszczenia; jeśli już jesteś w lochu, przechodzisz do następnego pomieszczenia. Wejście do pomieszczenia wywołuje jego zdolność; po ostatnim pomieszczeniu loch zostaje usunięty z gry.

Ważne interakcje

Częste pomyłki

Przykład

Stukotliwe Szkielety giną w walce; wybierasz kartę lochu spoza gry, wkładasz ją do strefy dowodzenia i wchodzisz do pierwszego pomieszczenia, więc wywołuje się jego zdolność.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Adventures in the Forgotten Realms (AFR)
Data wydania
2021-07-23
Rzadkość
Common
Artysta
Phil Stone
Mana value
4
Mana cost
{3}{B}
Power / Toughness
4 / 3
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
1090e40c-c04b-4ee2-aa12-1575f896d31a
Oracle ID
9e107382-f683-44ed-ada1-775d3ac79dd0
Słowa kluczowe
Venture into the dungeon
Tożsamość kolorów
{B}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
arena, paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
showcase
Typ promocji
boosterfun
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
19 254
Penny rank
16 833
Multiverse IDs
530946
Arena ID
77413
MTGO ID
—
TCGplayer ID
243209
Cardmarket ID
571303
Illustration ID
a094fa07-7d81-47ee-80e7-3c09e7555015
Status obrazu
highres_scan

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.

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.

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

Moving into a dungeon room will cause its room ability to trigger.

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

A player may only have one dungeon in the command zone at a time.

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.

Dungeons are removed from the game as a state-based action.

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.

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.

Pełny rekord źródłowy JSON
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