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Varis, Silverymoon Ranger

AFR (Adventures in the Forgotten Realms) · #335 · EN

Varis, Silverymoon Ranger

Legendary Creature — Human Elf Ranger

Reach, ward {1}
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
RzadkośćRare
PLN regular1,01 zł
PLN foil1,22 zł
PLN etched—

Varis, Silverymoon Ranger

Legendary Creature — Human Elf Ranger

Reach, ward {1}
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.

Jak działa karta?

Varis ma Reach i wymaga od przeciwnika zapłaty {1} gdy celuje w niego czarem (ward {1}). Gdy zagrasz istotę lub planeswalkera, raz na turę wchodzisz do (lub posuwasz się w) dungeon; kończąc dungeon tworzysz 2/2 zielonego Wilka.

Varis to legendarna istota (Człowiek Elf Ranger) z następującymi zdolnościami:
- Reach — może blokować latające istoty.
- Ward {1} — kiedy przeciwnik celuje w Varisa czarem lub efektami wymagającymi wyboru jako celu, musi on zapłacić dodatkowy koszt {1}, inaczej czar/efekt zostaje przeciwzaklęty wobec Varisa.
- Kiedy zagrasz czar będący istotą lub planeswalkerem, uruchamia się zdolność "venture into the dungeon". Ta zdolność uruchamia się tylko raz w każdej turze. "Venture into the dungeon" oznacza: albo wchodzisz do pierwszego pokoju wybranego dungeon (jeśli nie jesteś obecnie w żadnym), albo przesuwasz się do następnego pokoju w dungeon, który już eksplorujesz. Wejście do pokoju powoduje uruchomienie zdolności tego pokoju.
- Kiedy ukończysz dungeon (rozwiąże się i zostanie wykonana ostatnia zdolność ostatniego pokoju), tworzy się 2/2 zielony token Wilka. Po ukończeniu dungeon karta tego dungeon zostaje usunięta z gry.
Dodatkowe uwagi z rulingów: wybór dungeon i pokoju to część rozwiązywania akcji venture; po dokonaniu wyboru przeciwnicy nie mogą odpowiadać zanim uruchomiona nie zostanie zdolność pokoju. Gracz może mieć jednocześnie tylko jeden dungeon w strefie dowodzenia (command zone). Dungeony nie są częścią talii; wybiera się je spoza gry.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: W swojej turze grasz instanta istoty. Zdolność Varisa uruchamia się (tylko raz w tej turze). Wybierasz dungeon z poza gry i wchodzisz do pierwszego pokoju; zdolność tego pokoju uruchamia się. Gdy w trakcie gry ukończysz ostatni pokój dungeon, stworzy się token 2/2 Wilka i karta dungeon zostanie usunięta z gry.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Adventures in the Forgotten Realms (AFR)
Data wydania
2021-07-23
Rzadkość
Rare
Artysta
Justine Mara Andersen
Mana value
3
Mana cost
{1}{G}{G}
Power / Toughness
3 / 3
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
a051be39-298e-44dc-8fd9-bfbecdf98a58
Oracle ID
bd751b25-9ea7-4ce4-b532-48be281c6da9
Słowa kluczowe
Reach, Ward, Venture into the dungeon
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
arena, paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
showcase, legendary
Typ promocji
boosterfun
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
15 180
Penny rank
7 893
Multiverse IDs
530969
Arena ID
77436
MTGO ID
—
TCGplayer ID
243178
Cardmarket ID
571282
Illustration ID
c9d4b7de-2707-41b2-bca3-4dbcc5e68988
Status obrazu
highres_scan

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

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.

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.

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

If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.

Moving into a dungeon room will cause its room ability to trigger.

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.

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

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.

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