Spiked Corridor
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) · #28 · EN
Enchantment — Room // Enchantment — Room
Strony karty
Enchantment — Room
Enchantment — Room
Wyjaśnienie po polsku
Enchantment — Pokój // Enchantment — Pokój
Karta ma dwa "drzwi". Rzucasz jedną połówkę — ta połówka wchodzi odblokowana. Możesz jako specjalną akcję odblokować zablokowane drzwi płacąc ich koszt. Jeśli żadne drzwi nie są odblokowane, karta na polu bitwy nie ma nazwy ani zdolności. Torture Pit (Studnia Tortur) zwiększa każdą porcję niebojowych obrażeń źródła, które kontrolujesz, o 2 — podziel najpierw oryginalne obrażenia, potem dodaj +2 do każdej porcji. Dodatkowe +2 pochodzi od tego samego źródła co pierwotne obrażenia.
Tłumaczenie Oracle i zasady dotyczą tylko tekstu podanego w rulings. Karta to jeden karton z dwiema połowami (drzwiami). Gdy jesteś poza polem bitwy lub stosem, cechy obu połówek łączą się (np. wartość many). Aby rzucić Room wybierasz jedną połówkę; gdy ta rozwiąże się przy wejściu na pole bitwy ta połówka wchodzi odblokowana. Jeżeli Room wchodzi z innej strefy niż stos, obie połówki wchodzą zablokowane. Na polu bitwy jedynie cechy odblokowanych drzwi obowiązują; jeśli żadne drzwi nie są odblokowane, karta nie ma nazwy ani zdolności. Możesz odblokować drzwi jako specjalną akcję podczas swojej głównej fazy, nie używając stosu — zapłacenie kosztu odblokowania odblokowuje drzwi. Nie można odblokować drzwi już odblokowanych ani zablokować drzwi już zablokowanych; jeśli zdolność wymaga celu, możesz wybrać Room nawet gdy rezultat nic nie zrobi. Jeśli efekt kopiuje czar Room na stosie, kopia pamięta, którą połówkę wybierasz i ignoruje drugą połówkę na stosie; gdy kopia rozwiąże się, token/stały który powstanie wejdzie z odpowiednią połówką odblokowaną. Jeśli zdolność triggeruje „gdy odblokujesz to drzwi”, to uruchamia się gdy drzwi staną się odblokowane (przy wejściu z rzucenia połówki też powoduje trigger). Gdy źródło, które kontrolujesz dzieli obrażenia między wielu graczy, podziel najpierw oryginalną ilość obrażeń, a potem do każdej porcji dodaj +2 (np. 4 podzielone 3/1 -> zwiększa się do 5/3). Dodatkowe +2 jest zadawane przez tę samą oryginalną przyczynę co pierwotne niebojowe obrażenia — nie jest automatycznie zadawane przez Studnię Tortur, chyba że to ona była oryginalnym źródłem. Jeżeli inne efekty modyfikują niebojowe obrażenia źródła (w tym zapobieganie ich), gracz otrzymujący obrażenia wybiera kolejność stosowania tych modyfikatorów; jeżeli całe obrażenie zostanie zapobieżone, efekt +2 nie ma zastosowania. Zasady dotyczące celowania/uruchamiania triggerów przy odblokowaniu stosują się także gdy nie ma wystarczających legalnych celów — odblokowanie może się wydarzyć, lecz wynikająca zdolność nie wejdzie na stos.
Przykład podziału: rzucasz zaklęcie, które zadaje 4 niebojowe obrażenia do podziału między przeciwników; dzielisz 4 jako 3 i 1. Następnie każda porcja otrzymuje +2 i ostatecznie zadajesz 5 i 3 niebojowych obrażeń.
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 noncombat damage dealt by a source you control is being divided or assigned among multiple players, divide the original amount before adding 2. For example, if you cast a sorcery spell that deals 4 damage divided as you choose among any number of targets, you could have it deal 3 damage to one opponent and 1 damage to another opponent. Those amounts would then be increased to 5 damage and 3 damage, respectively.
If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
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.
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.
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.
If a Room enters from any zone other than the stack, it will enter with both halves locked.
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.
The additional 2 damage is dealt by the same source as the original source of damage. The additional damage isn't dealt by Torture Pit unless Torture Pit is the original source of damage.
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.
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.
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.
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.
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.
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.
If another effect modifies how much noncombat damage the source would deal, including preventing some of it, the player being dealt damage chooses an order in which to apply those effects. If all of the damage is prevented, Torture Pit's effect no longer applies.
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.
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.
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.
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.
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