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From the Catacombs

CLB (Commander Legends: Battle for Baldur's Gate) · #623 · EN

From the Catacombs

Sorcery

Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Escape—{3}{B}{B}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
RzadkośćRare
PLN regular6,77 zł
PLN foil—
PLN etched—

Z Krypt (From the Catacombs)

Soroska (Sorcery)

Postaw docelową kartę stwora z cmentarza na polu bitwy pod twoją kontrolą z licznikiem corpse na niej. Bierzesz inicjatywę. Jeśli ten stwór miałby opuścić pole bitwy, wyeksiluj go zamiast umieszczać go gdziekolwiek indziej.
Escape — {3}{B}{B}, Wyeksiluj pięć innych kart z twojego cmentarza. (Możesz rzucić tę kartę z twojego cmentarza za jej koszt escape.)

Jak działa karta?

Wskrzeszasz celowanego stwora z cmentarza na pole bitwy pod twoją kontrolą z licznikiem "corpse", bierzesz inicjatywę, a jeżeli ten stwór miałby opuścić pole bitwy, zostaje wyeksilowany. Możesz też zagrać tę kartę z cmentarza przez escape, płacąc {3}{B}{B} i wyeksilowując pięć innych kart z twojego cmentarza.

Zasady działania efektów z tekstu Oracle:
- Gdy From the Catacombs rozwiąże się, jego instrukcja jest następująca: wybierz docelową kartę stwora znajdującą się w dowolnym cmentarzu; umieść tę kartę na polu bitwy pod twoją kontrolą. Ta karta wchodzi na pole bitwy z licznikiem "corpse" (licznik przypominający).
- Natychmiast po rozwiązaniu tej karty, zostajesz wskazany jako gracz mający inicjatywę (take the initiative). Tylko jeden gracz może mieć inicjatywę naraz; jeśli ktoś inny ją posiadał, traci ją. Jeśli już masz inicjatywę, możesz ją wziąć ponownie; to po prostu powoduje, że ponownie wchodzisz do Undercity (venture into Undercity), nie tworząc wielu oznaczeń inicjatywy.
- Na tej karcie stosuje się zastępczy efekt: „Jeśli ten stwór miałby opuścić pole bitwy, wyeksiluj go zamiast umieszczać gdziekolwiek indziej.” Ten zastępczy efekt nadal obowiązuje nawet jeśli licznik corpse został później usunięty albo przeniesiony — licznik jest tylko przypomnieniem. Przeniesienie/licznik na innym stworze nic nie zmienia dla pierwotnego stworzenia.
- Escape: możesz zapłacić koszt ucieczki {3}{B}{B} i wyeksilować pięć innych kart z twojego cmentarza, aby zagrać From the Catacombs z twojego cmentarza. Gdy zaczynasz rzucać zaklęcie z escape, natychmiast trafia ono na stos i nikt nie może wykonać innych akcji przed dokończeniem rzucania. Jeśli karta trafi do twojego cmentarza w twojej turze, możesz ją od razu zagrać z cmentarza (jeśli spełnione są warunki). Jeżeli karta ma więcej niż jedno pozwolenie na zagranie (np. dwa escape), wybierasz które zastosować. Nie możesz jednocześnie wykorzystać innej alternatywnej opłaty zamiast escape.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: W twoim cmentarzu jest karta stwora X. Rzucasz From the Catacombs celując w tę kartę. Stwór X wchodzi na pole bitwy pod twoją kontrolą z licznikiem corpse. Natychmiast bierzesz inicjatywę. Jeśli później stwór X zostanie zniszczony lub odwrócony do ręki, zamiast tego zostanie wyeksilowany.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Rare
Artysta
Ben Wootten
Mana value
5
Mana cost
{3}{B}{B}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
1df4c09f-0140-4b7c-85f8-c3d9e5b91638
Oracle ID
cc21b29f-2d1a-4769-9b65-f92bd2ca1cc8
Słowa kluczowe
Escape
Tożsamość kolorów
{B}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper
Cechy wydruku
Standardowy wydruk
Efekty ramki
extendedart
Typ promocji
boosterfun
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
8 566
Penny rank
—
Multiverse IDs
566963
Arena ID
—
MTGO ID
—
TCGplayer ID
273872
Cardmarket ID
662772
Illustration ID
704ef0b6-d7f9-42db-9e7d-c23053585e38
Status obrazu
highres_scan

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.

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 corpse counter is only to help remind you which creatures will be exiled if they would leave the battlefield. If you somehow remove a corpse counter from a creature that was put onto the battlefield this way, the replacement effect that will exile it continues to apply. Similarly, moving the corpse counter onto another creature has no effect on that creature; the replacement effect will continue to apply to the original creature.

Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.

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.

If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.

After From the Catacombs resolves, it returns to your graveyard. From there, you can use the escape ability to cast it again. Of course, you'll need five more cards to exile.

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 cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.

If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.

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.

Escape's permission doesn't change when you may cast the spell from your graveyard.

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.

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.

Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.

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