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Avenging Hunter

CLB (Commander Legends: Battle for Baldur's Gate) · #215 · EN

Avenging Hunter

Creature — Dragon Ranger

Trample
When this creature enters, you take the initiative.
"I will remember my friends. But you? You won't be remembered at all."
RzadkośćCommon
PLN regular35,05 zł
PLN foil34,44 zł
PLN etched—

Łowca Zemsty (Avenging Hunter)

Stwór — Smok Strażnik

Tratowanie (Trample)
Gdy ten stwór wchodzi na pole bitwy, bierzesz inicjatywę.

Jak działa karta?

Stwór z Tratowaniem (Trample). Gdy wchodzi na pole bitwy, bierzesz inicjatywę i wchodzisz do Undercity.

To prosty stwór z Tratowaniem (Trample). Gdy wchodzi na pole bitwy, natychmiast bierzesz inicjatywę — oznacza to otrzymanie oznaczenia inicjatywy i natychmiastowe „venture into Undercity”. Inicjatywa ma specjalne zasady: powoduje wchodzenie do Undercity na początku twojego utrzymania i może zmieniać posiadacza, gdy stwory zadają obrażenia bitewne posiadaczowi inicjatywy. Nie kumuluje się wielokrotnie.

Ważne interakcje

Częste pomyłki

Przykład

Gdy Łowca Zemsty wchodzi na pole bitwy podczas twojej tury, bierzesz inicjatywę i natychmiast wędrujesz do pierwszego pokoju Undercity (Secret Entrance).

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

Zaloguj się, aby zgłosić błąd opisu

Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Common
Artysta
Borja Pindado
Mana value
5
Mana cost
{4}{G}
Power / Toughness
5 / 4
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
f4072640-0f9b-4f0a-84cc-eda415cc92e7
Oracle ID
e0aa5e3d-17c0-4ac7-9d76-9ce579d1eb2b
Słowa kluczowe
Trample
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
16 091
Penny rank
—
Multiverse IDs
563098
Arena ID
—
MTGO ID
100458
TCGplayer ID
272747
Cardmarket ID
659226
Illustration ID
96435f8d-b5a4-4ce1-b349-6de2506a1ed4
Status obrazu
highres_scan

There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.

If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.

A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.

Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.

Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.

The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.

In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.

You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.

If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.

If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).

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