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

CLB (Commander Legends: Battle for Baldur's Gate) · #293 · EN
Rilsa Rael, Kingpin
Legendary Creature — Human Rogue
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
Wyjaśnienie po polsku
Rilsa Rael, Kingpin
Legendarny stwór — Człowiek Łotrzyk
Gdy Rilsa Rael wchodzi na pole bitwy, bierzesz inicjatywę.
Za każdym razem, gdy atakujesz, wskazany atakujący stwór zyskuje Dotyk śmierci (Deathtouch) do końca tury. Jeśli ukończyłeś loch, ten stwór także otrzymuje +5/+0 i zyskuje pierwszeństwo oraz zagrożenie do końca tury.
Jak działa karta?
Legenda daje Ci inicjatywę przy wejściu i pozwala dawać atakującym stworom Dotyk śmierci; ukończenie lochu wzmacnia te stwory o +5/+0, pierwszeństwo i zagrożenie do końca tury.
Rilsa daje Ci Dotyk śmierci (Dotyk śmierci (Deathtouch)) i przy wejściu daje Ci inicjatywę, co uruchamia podróż po lochu Undercity. Za każdym razem, gdy atakujesz, możesz dać wskazanemu atakującemu stworowi Dotyk śmierci do końca tury; jeśli ukończyłeś loch, ten stwór dodatkowo dostaje +5/+0 oraz zyskuje pierwszeństwo i zagrożenie do końca tury. Efekty te trwają tylko do końca tury i stosują się zgodnie z normalnymi zasadami inicjatywy i podróży po lochach.
Ważne interakcje
- Gdy bierzesz inicjatywę, zaczynasz podróżować po lochu Undercity (lub, jeśli nie jesteś w lochu, wkładasz Undercity do strefy dowodzenia i umieszczasz znacznik podróży w Sekretnym Wejściu).
- Tylko jeden gracz może mieć inicjatywę naraz; jeśli ktoś inny ją weźmie, tracisz ją.
- Jeśli masz już inicjatywę i ją znów weźmiesz, ponownie wchodzisz do Undercity — nie masz jednak kilku oznaczeń inicjatywy naraz.
Częste pomyłki
- Mylenie „
” z poświęceniem —
oznacza przekręcenie, nie poświęcenie.
- Zakładanie, że ukończenie lochu daje trwałe premie; wszystkie bonusy z tej karty trwają tylko do końca tury.
Przykład
W swojej turze atakujesz, wskazujesz atakującego zabójcę i dajesz mu Dotyk śmierci; jeśli wcześniej ukończyłeś loch, ten zabójca dostaje też +5/+0, pierwszeństwo i zagrożenie do końca tury.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Commander Legends: Battle for Baldur's Gate (CLB)
- Data wydania
- 2022-06-10
- Rzadkość
- Uncommon
- Artysta
- Micah Epstein
- Mana value
- 5
- Mana cost
- Power / Toughness
- 2 / 5
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 54484439-6f8a-47f1-8d62-4689af7f00c2
- Oracle ID
- 57f6a8c2-9d84-4640-9b92-8b8611e05773
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Deathtouch
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- legendary
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 7 264
- Penny rank
- —
- Multiverse IDs
- 563176
- Arena ID
- —
- MTGO ID
- 100624
- TCGplayer ID
- 272609
- Cardmarket ID
- 658505
- Illustration ID
- 0251a823-27d2-4c4e-9c85-da0bdcb97184
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
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.
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).
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.
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.
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.
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.
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 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.
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