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

AFR (Adventures in the Forgotten Realms) · #57 · EN
Eccentric Apprentice
Creature — Tiefling Wizard
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Wyjaśnienie po polsku
Eccentric Apprentice
Stwór — Tiefling Czarodziej
Gdy ten stwór wchodzi na pole bitwy, eksploruj loch. (Wejdź do pierwszego pomieszczenia albo przejdź do następnego pomieszczenia.)
Na początku fazy walki w swojej turze, jeśli ukończyłeś loch, do jednego wskazanego stwora staje się Ptak o podstawowej sile i wytrzymałości 1/1 oraz Latanie (Flying) do końca tury.
Jak działa karta?
Latanie (Flying) i eksploracja lochu przy wejściu; jeśli ukończyłeś loch, możesz na początku walki zrobić do jednego stwora Ptaka 1/1 z Latanie (Flying) do końca tury.
To prosty stwór z Latanie (Flying) i dwoma powiązanymi efektami. Przy wejściu rozpoczyna (lub kontynuuje) eksplorację lochu, co może wywołać zdolności na karcie lochu. Na początku walki, jeśli gracz ukończył dowolny loch, może uczynić do jednego wskazanego stwora Ptakiem 1/1 z Latanie (Flying) do końca tury. Zmiana typu i ustawienia siły/wytrzymałości ma określone zasady opisane w rulings.
Ważne interakcje
- Ostatnia umiejętność działa nawet jeśli karta nie była na polu bitwy, gdy ukończyłeś loch.
- Staje się Ptakiem — traci wszystkie inne typy stworów, ale zachowuje swoje umiejętności.
- Wybór lochu przy eksplorowaniu to część rozwiązywania akcji; przeciwnicy nie mogą odpowiedzieć przed wyzwaniem jego efektu.
Częste pomyłki
- Mylenie: stwierdzenie, że stwór traci też swoje umiejętności — traci tylko typy stworów, nie umiejętności.
- Mylenie: sądzenie, że zmiana na 1/1 jest permanentna — trwa tylko do końca tury.
Przykład
Gdy Eccentric Apprentice wchodzi, eksplorujesz loch i przechodzisz do pierwszego pomieszczenia; jeśli kiedyś ukończyłeś loch, na początku fazy walki możesz przemienić przeciwny stwór w Ptaka 1/1 z Latanie (Flying) do końca tury.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Adventures in the Forgotten Realms (AFR)
- Data wydania
- 2021-07-23
- Rzadkość
- Uncommon
- Artysta
- Campbell White
- Mana value
- 3
- Mana cost
- Power / Toughness
- 2 / 2
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 3baa08ac-9a94-4e22-91bb-c6966cd0a0de
- Oracle ID
- 27dbe95e-6274-416a-a45b-a2a0a64d5403
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Flying, Venture into the dungeon
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- arena, paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 11 978
- Penny rank
- —
- Multiverse IDs
- 527344
- Arena ID
- 77162
- MTGO ID
- 91616
- TCGplayer ID
- 243220
- Cardmarket ID
- 571330
- Illustration ID
- 0177c378-f4d4-43f0-a1ec-bb6f352d4235
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
Dungeons are removed from the game as a state-based action.
Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn.
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.
A player may only have one dungeon in the command zone at a time.
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.
The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Pełny rekord źródłowy JSON
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