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) · #218 · EN
Barrowin of Clan Undurr
Legendary Creature — Dwarf Cleric
Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
Wyjaśnienie po polsku
Barrowin of Clan Undurr
Legendarny stwór — Krasnolud Kleryk
Za każdym razem, gdy Barrowin atakuje, zwróć na pole bitwy do jednej karty stwora o wartości many 3 lub mniejszej z twojego cmentarza, jeśli ukończyłeś loch.
Jak działa karta?
Przy wejściu wykonujesz wyprawę do lochu. Jeśli ukończyłeś loch, każdy atak Barrowina pozwala przywrócić z cmentarza do jednej karty stwora o wartości many 3 lub mniejszej na pole bitwy.
Gdy Barrowin wchodzi na pole bitwy, wykonujesz Wyprawę do lochu (Venture into the dungeon): albo wchodzisz do pierwszego pomieszczenia wybranego lochu spoza gry i umieszczonego w strefie dowodzenia, albo przesuwasz się do następnego pomieszczenia lochu, w którym już jesteś. Za każdym razem, gdy Barrowin atakuje, jeśli ukończyłeś jakiś loch, możesz zwrócić na pole bitwy z twojego cmentarza do jednej karty stwora o wartości many 3 lub mniejszej. Wybór lochu i wejście do pomieszczenia są częścią rozwiązywania działania słowa kluczowego, więc najpierw wybierasz, potem zdolność pomieszczenia może wywołać się na stosie.
Ważne interakcje
- Wyprawa do lochu wybiera kartę lochu spoza gry i umieszcza ją w strefie dowodzenia, jeśli nie jesteś aktualnie w lochu.
- Gdy rozwiążesz zdolność ostatniego pomieszczenia lochu, ten loch zostaje ukończony i usunięty z gry.
- Ostatnia zdolność Barrowina działa nawet wtedy, gdy nie był on na polu bitwy w momencie ukończenia lochu.
Częste pomyłki
- Myślenie, że loch wybiera się z biblioteki lub talii — wybierasz kartę lochu spoza gry i umieszczasz ją w strefie dowodzenia.
- Zakładanie, że można cofnąć się w lochu — możesz tylko iść do przodu (lub zacząć nowy loch po ukończeniu ostatniego pomieszczenia).
Przykład
Gdy Barrowin wchodzi, wybierasz loch spoza gry i wstawiasz znacznik do pierwszego pomieszczenia; w kolejnej swojej fazie ataku, jeśli ukończyłeś loch, możesz przywrócić z cmentarza kartę stwora o wartości many ≤3 na pole bitwy.
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
- Manuel Castañón
- Mana value
- 4
- Mana cost
- Power / Toughness
- 3 / 3
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 6896c311-5593-4437-b945-43ade9665e43
- Oracle ID
- c16d5daf-4995-4342-815c-a6b29d594f26
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Venture into the dungeon
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- arena, paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- legendary
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 10 480
- Penny rank
- 12 379
- Multiverse IDs
- 527505
- Arena ID
- 77323
- MTGO ID
- 91938
- TCGplayer ID
- 243233
- Cardmarket ID
- 571295
- Illustration ID
- 8063efbd-65d9-468f-9e4c-f927f4f0f5bd
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
Moving into a dungeon room will cause its room ability to trigger.
A player may only have one dungeon in the command zone at a time.
Barrowin of Clan Undurr's last ability works even if it wasn't on the battlefield when you completed a dungeon.
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.
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.
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.
Pełny rekord źródłowy JSON
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