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You Find a Cursed Idol

AFR (Adventures in the Forgotten Realms) · #213 · EN

You Find a Cursed Idol

Sorcery

Choose one —
• Smash It — Destroy target artifact.
• Lift the Curse — Destroy target enchantment.
• Steal Its Eyes — Create a Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.)
RzadkośćCommon
PLN regular0,66 zł
PLN foil0,79 zł
PLN etched—

Znajdujesz Przeklęty Idol (You Find a Cursed Idol)

Zaklęcie

Wybierz jedną —
• Zmiażdż go — Zniszcz wskazany artefakt.
• Zdejmij klątwę — Zniszcz wskazane zaklęcie.
• Ukradnij jego oczy — Stwórz żeton Skarbu (Treasure) i Przemierzaj loch (Venture into the dungeon). (Wejdź do pierwszego pomieszczenia albo przejdź do następnego pomieszczenia.)

Jak działa karta?

Wybierz jedną z trzech opcji: zniszcz artefakt, zniszcz zaklęcie lub stwórz żeton Skarbu (Treasure) i rozpocznij/przejdź w lochu przy użyciu Przemierzaj loch (Venture into the dungeon).

Wybierz jedną z trzech opcji. Pierwsza niszczy wskazany artefakt; druga niszczy wskazane zaklęcie (enchantment); trzecia tworzy żeton Skarbu (Treasure) i wykonuje akcję Przemierzaj loch (Venture into the dungeon), co powoduje wejście do pierwszego pomieszczenia wybranego lochu spoza gry lub przejście do następnego pomieszczenia lochu, w którym już jesteś. Wybór opcji i rozwiązanie jej efektów następuje podczas rozwiązywania zaklęcia; kosztów ani dodatkowych ograniczeń poza wskazaniem celu tu nie ma.

Ważne interakcje

Częste pomyłki

Przykład

Rzucasz to zaklęcie, wybierasz „Ukradnij jego oczy”, tworzysz żeton Skarbu (Treasure) i wybierasz loch spoza gry, wkładasz go do strefy dowodzenia i umieszczasz znacznik w pierwszym pomieszczeniu.

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
Sidharth Chaturvedi
Mana value
2
Mana cost
{1}{G}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
efb5671a-942a-4730-9756-32fe600e0528
Oracle ID
aa7b41ba-08eb-40b8-a8d5-e67dc09c88ba
Słowa kluczowe
Treasure, 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
12 649
Penny rank
2 523
Multiverse IDs
527500
Arena ID
77318
MTGO ID
91928
TCGplayer ID
243121
Cardmarket ID
571215
Illustration ID
7ce1540f-3c2e-4c19-951d-6fdf48e35b41
Status obrazu
highres_scan

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

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.

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.

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

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.

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.

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

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

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.

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