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Bar the Gate

AFR (Adventures in the Forgotten Realms) · #47 · EN

Bar the Gate

Instant

Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
"This path is closed to you!"
RzadkośćCommon
PLN regular0,31 zł
PLN foil0,61 zł
PLN etched—

Zamknij Bramę (Bar the Gate)

Instant

Skontrowaj docelowe zaklęcie stworzenia lub planeswalkera. Venture into the dungeon. (Enter the first room or advance to the next room.)

Jak działa karta?

Skontruj zaklęcie stworzenia lub planeswalkera, potem wejdź do lochu (weź loch spoza gry jeśli nie jesteś w żadnym albo przejdź do następnego pokoju).

Typ karty: Instant. Oracle: "Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)" Po rozpatrzeniu tej karty robisz dwie rzeczy w tej kolejności:
1) Skontrujesz (anulujesz) docelowe zaklęcie stworzenia lub planeswalkera — zaklęcie zostaje negowane i zwykle trafia na stos grobu (często na cmentarzysko), jak przy każdym kontrze. Cel musi być legalny w chwili odrzucania karty; jeśli w celowaniu jest już nielegalny w czasie rozstrzygania, kontr nie ma efektu względem tego celu, ale część "venture into the dungeon" nadal rozstrzyga się.
2) Wykonujesz akcję "venture into the dungeon": jeśli nie jesteś aktualnie w żadnym lochu, wybierasz kartę lochu spoza gry (dungeon card), wkładasz ją do strefy dowódcy i umieszczasz swój znacznik przy pierwszym pokoju — spowoduje to wywołanie zdolności tego pokoju; jeśli już jesteś w lochu, przesuwasz swój znacznik do następnego pokoju — wywoła to zdolność nowego pokoju. Po rozstrzygnięciu ostatniego pokoju loch zostaje ukończony i usuwany z gry jako state-based action. Wybór, którego lochu użyjesz (jeśli zaczynasz nowy), jest częścią rozstrzygania tej karty i przeciwnicy nie mogą odpowiadać między tym wyborem a wywołaniem zdolności pokoju.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Zagrywasz Zamknij Bramę, targetujesz zaklęcie stworzenia przeciwnika i je skontrowujesz. Następnie wybierasz loch spoza gry (np. "The Labyrinth") i umieszczasz znacznik w pierwszym pokoju; wywoła to efekt pierwszego pokoju.

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
Common
Artysta
Johannes Voss
Mana value
3
Mana cost
{2}{U}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
b9b1e53f-1384-4860-9944-e68922afc65c
Oracle ID
11f55ec5-b9a3-4670-8afb-31d29478fb59
Słowa kluczowe
Venture into the dungeon
Tożsamość kolorów
{U}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
arena, paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
10 092
Penny rank
—
Multiverse IDs
527334
Arena ID
77152
MTGO ID
91596
TCGplayer ID
243213
Cardmarket ID
571196
Illustration ID
122c0ffd-fce2-4bcf-95a5-467bf65f9faa
Status obrazu
highres_scan

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

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.

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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.

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.

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.

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

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

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

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