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.

AFR (Adventures in the Forgotten Realms) · #59 · EN
Fly
Enchantment — Aura
Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Wyjaśnienie po polsku
Fly
Zaklęcie — Aura
Zaczarowany stwór ma Latanie (Flying) i „Za każdym razem, gdy ten stwór zada obrażenia bojowe graczowi, wypraw się do lochu (Venture into the dungeon)." (Wejdź do pierwszego pomieszczenia lub przejdź do następnego pomieszczenia.)
Jak działa karta?
Aura dająca Latanie (Flying). Gdy zaczarowany stwór zada obrażenia bojowe graczowi, aktywuje się wyprawa do lochu (Venture into the dungeon).
To Aura zaklina stwora i daje mu Latanie (Flying). Dodatkowo, za każdym razem, gdy zaczarowany stwór zada obrażenia bojowe graczowi, aktywuje się akcja słowa kluczowego wyprawy do lochu — gracz albo wchodzi do pierwszego pomieszczenia wybranego lochu spoza gry i umieszcza tam znacznik wyprawy, albo przesuwa swój znacznik na następne pomieszczenie lochu, w którym już się znajduje. Wywołanie zdolności pomieszczenia nastąpi po dokonaniu tego ruchu w lochu i może dać różne efekty opisane na karcie lochu.
Ważne interakcje
- Gdy zapuszczasz się do lochu, wybierasz, do którego lochu będziesz wchodzić; możesz wybrać loch, który już ukończyłeś.
- Przechodząc do następnego pomieszczenia lochu, wywołujesz zdolność tego pomieszczenia (to wywołanie nastąpi po wyborze pokoju).
- Jeżeli ukończysz ostatnie pomieszczenie lochu, ten loch zostaje usunięty z gry.
Częste pomyłki
- Mylenie zadania obrażeń niebojowych z obrażeniami bojowymi — wyprawa do lochu uruchamia się tylko przy obrażeniach bojowych zadanych graczowi.
- Myślenie, że wyprawa do lochu wymaga wyboru z talii; w rzeczywistości wybierasz kartę lochu spoza gry (po czym trafia ona do strefy dowódcy) lub przesuwasz znacznik w lochu, w którym już jesteś.
Przykład
Przykład: Jeśli zaczarowany stwór zada 3 obrażenia bojowe przeciwnikowi, jego kontroler wybiera loch spoza gry (jeśli jeszcze w żadnym nie jest), wkłada go do strefy dowódcy i przesuwa znacznik do pierwszego pomieszczenia, co wywoła zdolność tego pomieszczenia.
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
- Uncommon
- Artysta
- Lie Setiawan
- Mana value
- 1
- Mana cost
- Power / Toughness
- — / —
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- f1a91cc6-67e1-4f1b-86e2-eb388a75d6ad
- Oracle ID
- da1b633f-82b5-4f3e-884c-58c2fe4fcb0f
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Enchant, Venture into the dungeon
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- arena, paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 9 348
- Penny rank
- 13 654
- Multiverse IDs
- 527346
- Arena ID
- 77164
- MTGO ID
- 91620
- TCGplayer ID
- 243221
- Cardmarket ID
- 571331
- Illustration ID
- 3eb7d203-10c6-46b2-801d-1b61e6fe83b0
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
Dungeons are removed from the game as a state-based action.
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.
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.
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.
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.
Pełny rekord źródłowy JSON
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