Cramped Vents
Enchantment — Room
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

DSC (Duskmourn: House of Horror Commander) · #17 · EN
Enchantment — Room // Enchantment — Room
Strony karty
Enchantment — Room
Enchantment — Room
Wyjaśnienie po polsku
Enchantment — Room // Enchantment — Room
Karta ma dwie połówki (drzwi). Przy rzucaniu wybierasz jedną z nich; cechy drugiej są ignorowane aż do momentu wejścia na pole bitwy. Drzwi można odblokowywać/blokować specjalnymi akcjami lub zdolnościami; na polu bitwy karta ma połączone cechy odblokowanych drzwi.
Ogólna zasada Room: każda karta Room ma dwie połówki zwane drzwiami. Aby rzucić Room, wybierasz jedną połowę do rzucenia — nie możesz rzucić obu. Podczas gdy spell Room jest na stosie, charakterystyki niewybranej połowy (niewybranych drzwi) są ignorowane. Gdy spell Resolve i Room wchodzi na pole bitwy, odpowiednie drzwi stają się odblokowane. Jeśli Room wchodzi z innej strefy niż stos (np. z biblioteki, ręki bez rzucania), obie połowy wchodzą zablokowane. Na polu bitwy cechy karty są sumą cech odblokowanych połówek: jeśli obie są odblokowane, karta ma nazwy i zdolności obu drzwi oraz suma ich mana value i inne cechy wynikające z tekstów. Niektóre efekty pozwalają odblokować drzwi jako specjalną akcję podczas twojej głównej fazy, gdy stos jest pusty — to nie używa stosu i na nią nie można odpowiedzieć. Zdolności odblokowywania lub blokowania działają tylko jeśli wybierasz drzwi, które mogą zmienić stan (nie możesz zablokować już zablokowanych drzwi ani odblokować już odblokowanych). Kiedy efekt pozwala ci rzucić Room z pewnymi ograniczeniami (np. mana value), rozważasz tylko cechy wybieranych drzwi. Przykłady ze rulings: spelle rzucone przez Access Maze mają zamiast kosztu many alternatywny koszt: zapłać życie równe ich mana value; nie możesz zamiast tego zapłacić kosztu many, ani wybierać innych alternatywnych kosztów, ale możesz zapłacić wymagane dodatkowe koszty (kicker itp.). Kopie spelli Room na stosie zachowują wybór drzwi i pełne cechy tej kopii; cechy niewybranych drzwi są dalej ignorowane dopóki kopia jest na stosie. Nie wymyślaj dodatkowych interakcji poza powyższymi rulings.
Przykład 1: Masz Cramped Vents // Access Maze na ręce i chcesz rzucić jedne drzwi. Wybierasz jedną połowę i płacisz tylko koszt tej połowy (lub alternatywny koszt, jeśli jakiś efekt go zmienia). Po rozstrzygnięciu spella odpowiadające drzwi wchodzą odblokowane. Przykład 2: Cramped Vents ma deathtouch w pewnym kontekście; jeśli źródło z deathtouch zada więcej niż 1 obrażenia, to jest to nadmiarowe obrażenie zgodnie z rulingiem.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
Identyfikatory i rankingi
Market i źródła zewnętrzne
Rulings
If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.
Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.
Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.
If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.
Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
The spells you cast using Access Maze's ability have an alternative cost that's paying life equal to their mana value. You can't choose to pay their mana cost and may not pay any other alternative costs. You may still pay for additional costs, such as kicker costs, and you may pay mana for those as normal. If the spell has mandatory additional costs, you must pay those.
If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.
While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.
Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.
If a Room enters from any zone other than the stack, it will enter with both halves locked.
You follow all timing rules for spells cast with Access Maze's ability.
While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.
An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.
Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.
Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
In some unusual cases, Cramped Vents may have deathtouch. Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness.
Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.
An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.
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