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Kick in the Door

AFR (Adventures in the Forgotten Realms) · #153 · EN

Kick in the Door

Sorcery

Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
"We tried your way. Now we do it my way!"
—Jym, barbarian of Baldur's Gate
RzadkośćCommon
PLN regular0,44 zł
PLN foil0,79 zł
PLN etched—

Uderzenie w drzwi (Kick in the Door)

Sorcery

Umieść na docelowym stworzeniu żeton +1/+1. To stworzenie zyskuje pośpiech (Haste) do końca tury i nie może być blokowane przez Walls w tej turze. Venture into the dungeon. (Wejdź do pierwszego pokoju lub awansuj do następnego pokoju.)

Jak działa karta?

Daje celowi żeton +1/+1, pośpiech i odporność na bycie blokowanym przez Walls do końca tury, a potem wykonujesz "venture into the dungeon" (wchodzisz do/awansujesz w dungeonie, wyzwalając zdolność pokoju).

Rozwiązując to sorcery: 1) Wybierz cel — stworzenie. Umieść na nim żeton +1/+1. 2) To samo stworzenie zyskuje pośpiech (może atakować i używać zdolności wymagających tapnięcia zabijania tej tury) do końca tury. 3) To samo stworzenie nie może być blokowane przez stworzenia o typie podtypu Walls w tej turze (inne stworzenia nadal mogą je blokować). 4) W końcu resolves się akcja "venture into the dungeon": jeśli nie byłeś w żadnym dungeonie, wybierasz kartę dungeon spoza gry (w dowolnym formacie, nie musi być w twojej talii), wkładasz ją do strefy dowodzenia i umieszczasz swój znacznik na pierwszym pokoju. Jeśli byłeś już w jakimś dungeonie, przesuwasz znacznik do następnego pokoju. Wejście do pokoju powoduje wyzwolenie zdolności tego pokoju; po rozwiązaniu ostatniego pokoju dungeon zostaje ukończony i usunięty z gry. Pamiętaj, wybór dungeonu/poziomu jest częścią rozwiązywania akcji i przeciwnicy nie mogą na to zareagować przed wyzwoleniem zdolności pokoju.

Ważne interakcje

Częste pomyłki

Przykład

(Przykład) Zagrywasz Uderzenie w drzwi, celujesz w swojego 2/2 wojownika: staje się 3/3, zyskuje pośpiech i nie może być blokowany przez Walls do końca tury. Następnie wybierasz dungeon spoza gry (lub przesuwasz znacznik w aktualnym dungeonie) i wchodzisz do pierwszego/następnego pokoju — jego zdolność wyzwala się.

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

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Set
Adventures in the Forgotten Realms (AFR)
Data wydania
2021-07-23
Rzadkość
Common
Artysta
Justine Cruz
Mana value
1
Mana cost
{R}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
222102d0-fed3-41fd-87b0-f6d22766d7fd
Oracle ID
d3278ddb-c198-450d-946e-8547e5c96dd1
Słowa kluczowe
Venture into the dungeon
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
arena, paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
12 196
Penny rank
11 870
Multiverse IDs
527440
Arena ID
77258
MTGO ID
91808
TCGplayer ID
243187
Cardmarket ID
571292
Illustration ID
3e354c70-340f-4208-99f7-de24186d7e28
Status obrazu
highres_scan

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.

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

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.

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.

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

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

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.

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.

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

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