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Delver's Torch

AFR (Adventures in the Forgotten Realms) · #10 · EN

Delver's Torch

Artifact — Equipment

Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
"Not all of us have darkvision, okay?"
RzadkośćCommon
PLN regular0,48 zł
PLN foil0,70 zł
PLN etched—

Pochodnia Delvera (Delver's Torch)

Artefakt — Wyposażenie (Equip)

Wyposażony stwór dostaje +1/+1.
Za każdym razem, gdy wyposażony stwór atakuje, Wyrusz do lochu (Venture into the dungeon). (Wejdź do pierwszego pokoju lub przejdź do następnego pokoju.)
Wyposażenie (Equip) {3} ({3}: Dołącz do wskazanego stwora, którego kontrolujesz. Wyposażenie wykonuj tylko tak, jakbyś rzucał czar.)

Jak działa karta?

Wyposażony stwór otrzymuje +1/+1. Gdy atakuje, przesuwasz się w lochu (wejście/awans) i wywołujesz umiejętność pokoju. Wyposażenie kosztuje {3}.

Wyposażony stwór otrzymuje +1/+1. Za każdym razem, gdy ten wyposażony stwór atakuje, wykonujesz akcję Wyrusz do lochu (Venture into the dungeon): wchodzisz do pierwszego pokoju wybranego lochu lub przechodzisz do następnego pokoju w lochu, w którym już jesteś; wejście do pokoju powoduje wywołanie jego umiejętności. Koszt wyposażenia to {3}; płacisz {3}, by dołączyć tę kartę do wskazanego stwora, którego kontrolujesz, i możesz to zrobić tylko wtedy, gdy możesz wykonać akcję jak przy rzucaniu czaru (tylko jako sorcery).

Ważne interakcje

Częste pomyłki

Przykład

Masz Delver's Torch na polu bitwy i dołączasz ją do swojej bestii za {3}; kiedy ta bestia zaatakowała, posunąłeś się o pokój w lochu i wywołała się umiejętność pokoju.

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
Bram Sels
Mana value
2
Mana cost
{1}{W}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
53df7b80-71bf-4013-ad44-f76eae8ac81b
Oracle ID
a1c8b833-8c74-4f95-8a47-1dd41ef99361
Słowa kluczowe
Equip, Venture into the dungeon
Tożsamość kolorów
{W}
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
13 481
Penny rank
12 090
Multiverse IDs
527297
Arena ID
77115
MTGO ID
91522
TCGplayer ID
243215
Cardmarket ID
571327
Illustration ID
88dafef9-4e38-48ad-968b-eeb22133e323
Status obrazu
highres_scan

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.

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.

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.

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.

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

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.

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

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

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