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Wandering Troubadour

AFR (Adventures in the Forgotten Realms) · #210 · EN

Wandering Troubadour

Creature — Dragon Bard

At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
"There's a new ballad waiting to be born around every corner."
RzadkośćUncommon
PLN regular0,57 zł
PLN foil0,74 zł
PLN etched—

Wędrowny Trubadur (Wandering Troubadour)

Stwór — Smok Bard

Na początku twojego kroku końcowego, jeśli w tej turze ląd wszedł na pole bitwy pod twoją kontrolą, wypraw się do lochu (Venture into the dungeon). (Wejdź do pierwszego pomieszczenia lub przejdź do następnego pomieszczenia.)

Jak działa karta?

Na końcu etapu końcowego, jeśli w tej turze wszedł pod twoją kontrolę ląd, wykonujesz akcję wyprawy do lochu (Venture into the dungeon), wchodząc do pierwszego lub następnego pomieszczenia.

Na końcu twojego etapu końcowego sprawdza się warunek: czy w tej turze ląd wszedł na pole bitwy pod twoją kontrolą. Jeśli tak, uruchamia się akcja „wypraw się do lochu (Venture into the dungeon)”, która albo umieszcza znacznik wyprawy w pierwszym pomieszczeniu wybranego lochu, albo przesuwa go do następnego pokoju, co może wywołać zdolność tego pomieszczenia. Lochy używane są spoza gry i po ukończeniu są usuwane z gry jako stanowa akcja.

Ważne interakcje

Częste pomyłki

Przykład

Jeśli w swojej turze zagrałeś Ląd i na końcu etapu końcowego kontrolujesz go, aktywuje się wyprawa do lochu i możesz wybrać loch spoza gry oraz wejść do jego pierwszego pomieszczenia.

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

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Set
Adventures in the Forgotten Realms (AFR)
Data wydania
2021-07-23
Rzadkość
Uncommon
Artysta
Rudy Siswanto
Mana value
4
Mana cost
{3}{G}
Power / Toughness
4 / 2
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
d3c7f123-31c8-469b-85e5-d20c4d21b2a0
Oracle ID
1a304703-6b48-4f3f-bd41-7f10ce0a751c
Słowa kluczowe
Venture into the dungeon
Tożsamość kolorów
{G}
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
17 146
Penny rank
16 550
Multiverse IDs
527497
Arena ID
77315
MTGO ID
91922
TCGplayer ID
243232
Cardmarket ID
571337
Illustration ID
d3c38c5b-7f62-4fea-9fa2-804dabe60789
Status obrazu
highres_scan

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.

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.

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.

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

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.

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.

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

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

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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