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Seasoned Dungeoneer

CLB (Commander Legends: Battle for Baldur's Gate) · #660 · EN

Seasoned Dungeoneer

Creature — Human Warrior

When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
RzadkośćRare
PLN regular31,38 zł
PLN foil—
PLN etched—

Seasoned Dungeoneer

Stworzenie — Human Warrior

Kiedy to stworzenie wchodzi, bierzesz inicjatywę.
Zawsze gdy atakujesz, celujący atakujący Cleric, Rogue, Warrior lub Wizard zyskuje ochronę przed stworzeniami do końca tury. To eksploruje. (Ujawnij górną kartę swojej biblioteki. Jeśli to land, włóż tę kartę do ręki. W przeciwnym razie włóż +1/+1 znacznik na stworzenie, potem włóż kartę z powrotem lub włóż ją do grobu.)

Jak działa karta?

Przy wejściu na pole bitwy bierzesz inicjatywę. Za każdym razem gdy atakujesz, możesz dać atakującej Cleric/Rogue/Warrior/Wizard ochronę przed stworzeniami do końca tury i to stworzenie eksploruje (ujawniasz górną kartę; jeśli to land — bierzesz je do ręki; inaczej dajesz +1/+1 counter, potem wybierasz czy karta wraca na wierzch biblioteki czy idzie do grobu).

1) Kiedy to stworzenie wchodzi na pole bitwy, bierzesz inicjatywę. "Wzięcie inicjatywy" to specjalna designacja gracza. Gdy bierzesz inicjatywę, według zasad gry natychmiast (i potem na początku swojej tury przy swojej upkeep) wędrujesz do Undercity (venturing into Undercity). Inicjatywa trwa do momentu, gdy inny gracz ją przejmie. (Rulings wyjaśniają, że najpierw nie ma inicjatywy dopóki jakiś efekt jej nie przyzna, tylko jedna osoba może mieć inicjatywę naraz, oraz wiele szczegółów dotyczących gier Two-Headed Giant i opuszczania gry.)

2) Druga umiejętność jest wyzwalana zawsze gdy atakujesz. Kiedy ta umiejętność wchodzi na stos, wybierasz cel — atakującą istotę, która ma typ podgatunkowy Cleric, Rogue, Warrior lub Wizard. Ten cel zyskuje ochronę przed stworzeniami do końca tury. "Ochrona przed stworzeniami" oznacza: nie może być blokowana, targetowana, otrzymywać obrażeń ani mieć przydzielonych aura/enchantments od stron będących stworzeniami (z zachowaniem standardowych zasad ochrony).

3) Ta sama wyzwalana umiejętność powoduje, że to stworzenie eksploruje. Explores: ujawniasz górną kartę biblioteki. Jeśli to jest land, wkładasz ją do ręki. W przeciwnym razie wkładasz +1/+1 counter na to stworzenie, a następnie możesz wybrać: włożyć ujawnioną kartę z powrotem na wierzch biblioteki albo włożyć ją do grobu. (To rozstrzygnięcie następuje po ewentualnym włożeniu licznika.)

Uwagi dodatkowe z rulings zawarte w karcie dotyczą interakcji z mechaniką dungeon/Undercity i szczegółów inicjatywy; nie zmieniają powyższych efektów tej karty.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: W trakcie twojego kroku ataku z atakującą Seasoned Dungeoneer: najpierw wyzwalają się dwie rzeczy od tej karty (dwie wyzwalane umiejętności są identyczne — jedna daje ochronę, druga eksploruje jest częścią tej samej wyzwalanej umiejętności). Gdy wyzwalacz wchodzi na stos, wybierasz atakującą istotę typu np. Rogue; gdy ten wyzwalacz rozwiąże się, ten Rogue zyska ochronę przed stworzeniami do końca tury, a Seasoned Dungeoneer eksploruje zgodnie z powyższymi zasadami.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Rare
Artysta
John Stanko
Mana value
4
Mana cost
{3}{W}
Power / Toughness
3 / 4
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
7fee3f76-20a8-4621-84fb-ddf79c955532
Oracle ID
5ea675aa-88d6-4387-a14d-e606fa9c3aec
Słowa kluczowe
Explore
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
4 623
Penny rank
—
Multiverse IDs
567225
Arena ID
—
MTGO ID
101416
TCGplayer ID
273659
Cardmarket ID
661374
Illustration ID
77a64b7a-cf95-4221-89e8-84eec55e087b
Status obrazu
highres_scan

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

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 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.

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.

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.

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.

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 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.

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.

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