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Dungeoneer's Pack

CLB (Commander Legends: Battle for Baldur's Gate) · #312 · EN

Dungeoneer's Pack

Artifact

This artifact enters tapped.
{2}, {T}, Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
RzadkośćUncommon
PLN regular0,61 zł
PLN foil0,66 zł
PLN etched—

Paczka poszukiwacza lochów (Dungeoneer's Pack)

Artefakt

Ten artefakt wchodzi zakreślony.
{2}, {T}, Poświęć ten artefakt: Bierzesz inicjatywę, zyskaj 3 życia, dobierz kartę i stwórz żeton Skarbu. Aktywuj tylko jako czar. (Żeton Skarbu to artefakt z tekstem "{T}, Poświęć ten żeton: Dodaj jedną manę dowolnego koloru.")

Jak działa karta?

Artefakt wchodzi zakreślony. Za {2}, {T}, poświęć go: bierzesz inicjatywę, zyskujesz 3 życia, dobierasz kartę i tworzysz żeton Skarbu. Aktywuj tylko jako czar.

Wejście: ten artefakt wchodzi na pole bitwy tapped (zakreślony). Aktywacja: zapłać {2}, {T}, poświęć ten artefakt: bierzesz inicjatywę, otrzymujesz 3 punkty życia, dobierasz kartę i stwórz żeton Skarbu. Aktywuj tylko jako czar (czyli tylko w swojej głównej fazie, gdy stos jest pusty). Kolejność efektów jest ważna i następuje dokładnie w takiej kolejności, w jakiej są napisane: (1) bierzesz inicjatywę; (2) zyskujesz 3 życia; (3) dobierasz kartę; (4) tworzysz żeton Skarbu. Żeton Skarbu to artefakt z tekstem "{T}, Poświęć ten żeton: Dodaj jedną manę dowolnego koloru."

Ważne interakcje

Częste pomyłki

Przykład

Przykład: W swojej głównej fazie, mając na polu Paczkę poszukiwacza lochów, płacisz {2}, tapujesz ją i ją poświęcasz. Gdy zdolność się rozwiąże, weźmiesz inicjatywę (venture do Undercity zgodnie z zasadami inicjatywy), dostaniesz 3 życia, dobierzesz kartę i otrzymasz żeton Skarbu, który możesz potem poświęcić, by dodać manę.

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
Uncommon
Artysta
Tony Foti
Mana value
3
Mana cost
{3}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
aa74e656-480a-4c1b-963d-1b207075c27f
Oracle ID
c66976d3-57f1-4c48-ada0-d74081f1699a
Słowa kluczowe
Treasure
Tożsamość kolorów
Bezkolorowa
Produkuje manę
{B}{G}{R}{U}{W}
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
10 847
Penny rank
—
Multiverse IDs
563195
Arena ID
—
MTGO ID
100662
TCGplayer ID
272611
Cardmarket ID
658515
Illustration ID
33a9d0a4-7720-41f4-8d61-c4a1c3efb470
Status obrazu
highres_scan

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.

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.

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.

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).

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

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.

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.

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.

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.

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.

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