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) · #390 · EN
Triumphant Adventurer
Creature — Human Knight
During your turn, this creature has first strike.
Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Wyjaśnienie po polsku
Triumfujący Poszukiwacz Przygód (Triumphant Adventurer)
Stwór — Człowiek Rycerz
Podczas twojej tury ten stwór ma pierwsze uderzenie.
Za każdym razem, gdy ten stwór atakuje, Wyprawa do lochu (Venture into the dungeon). (Wejdź do pierwszego pomieszczenia lub przejdź do następnego pomieszczenia.)
Jak działa karta?
Stwór z Dotyk śmierci (Deathtouch) i w twojej turze z Pierwszym uderzeniem; przy ataku aktywuje Wyprawa do lochu (Venture into the dungeon).
To tani stwór z obronnym efektem: ma Dotyk śmierci (Deathtouch) zawsze, a podczas twojej tury zyskuje Pierwsze uderzenie, więc zadaje obrażenia przed blokującymi. Gdy atakuje, aktywuje się Wyprawa do lochu (Venture into the dungeon) — wybierasz loch i wchodzisz do pierwszego pomieszczenia lub przesuwasz znacznik do następnego, co może wywołać zdolność tego pomieszczenia. Zdolność lochu rozwiązuje się po zakończeniu wyboru; ukończenie lochu usuwa go z gry.
Ważne interakcje
- Wyprawa do lochu (Venture into the dungeon) odbywa się jako część rozwiązywania tej zdolności; najpierw wybierasz loch, potem wywołuje się zdolność pomieszczenia.
- Jeśli podczas rozwiązywania zdolności lochu już była na stosie zdolność pomieszczenia, nadal kontynuujesz w tym lochu; ukończenie ostatniego pomieszczenia usuwa loch z gry.
Częste pomyłki
- Mylenie
z poświęceniem — przekręcenie nie oznacza poświęcenia.
- Sądzanie, że można cofnąć się w lochu; można tylko iść do przodu i ukończyć loch, co usuwa go z gry.
Przykład
Atakujesz tym stworem; po zadeklarowaniu ataku wykonujesz Wyprawa do lochu (Venture into the dungeon), wybierasz loch i wchodzisz do pierwszego pomieszczenia, wywołując jego zdolność.
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
- Rare
- Artysta
- Alexander Mokhov
- Mana value
- 2
- Mana cost
- Power / Toughness
- 1 / 1
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- b38da306-c1d3-4fa4-aae5-0354fb3b2dfd
- Oracle ID
- 6aac0ae4-d9a7-4c40-a39e-229186c84d74
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Venture into the dungeon, Deathtouch
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- extendedart
- Typ promocji
- boosterfun
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 9 234
- Penny rank
- 3 200
- Multiverse IDs
- 530511
- Arena ID
- —
- MTGO ID
- —
- TCGplayer ID
- 243184
- Cardmarket ID
- 571289
- Illustration ID
- ea0e3285-bb41-4d62-a9dd-e4cc37073b93
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
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.
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.
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.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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