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

AFC (Forgotten Realms Commander) · #9 · EN
Radiant Solar
Creature — Angel
Whenever this creature or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Wyjaśnienie po polsku
Radiant Solar
Stwór — Anioł
Za każdym razem, gdy ten stwór lub inny niebędący żetonem stwór, którego kontrolujesz, wchodzi, wyrusz do lochu. (Weź pierwszy pokój lub przejdź do następnego pokoju.)
Jak działa karta?
Latający anioł z Więzią życia, który za każdym razem, gdy on lub inny nie-żetonowy stwór wchodzi, zmusza cię do wyruszenia do lochu; możesz też zapłacić i odrzucić ją, by wyruszyć i otrzymać 3 życia.
Radiant Solar to latający stwór dający Więź życia (Lifelink) — zadając obrażenia, przywraca ci życie. Za każdym razem, gdy on lub inny niebędący żetonem stwór, którego kontrolujesz, wchodzi na pole bitwy, wyruszasz do lochu (weź pierwszy pokój lub przejdź do następnego), co może uruchamiać zdolności pokoi. Możesz też zapłacić i odrzucić kartę, aby natychmiast wyruszyć do lochu i zyskać 3 życie.
Ważne interakcje
- Możesz poruszać się w lochu tylko do przodu (w dół), nigdy wstecz ani bokiem.
- Kopia-żeton Radiant Solar wchodząca na pole bitwy wywoła własną zdolność, ale nie wywoła zdolności innych kopii Radiant Solar.
- Gracz wybierający, do którego lochu będzie wyruszał, może wybrać loch, który już ukończył w tej grze; wybór lochu/pokoju następuje podczas rozwiązywania akcji wyruszenia do lochu.
Częste pomyłki
- Myślenie, że żeton Radiant Solar wywoła zdolność innych kopii — żetony wywołują tylko własne zdolności.
- Przekonanie, że można cofać się lub poruszać bokiem w lochu; można jedynie przechodzić do następnego pokoju.
Przykład
Jeżeli zagrałeś innego nie-żetonowego stwora w swojej turze, zdolność Radiant Solar wyzwoli się i wyruszysz do lochu, przechodząc do pierwszego pokoju wybranego lochu zewnętrznego.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Forgotten Realms Commander (AFC)
- Data wydania
- 2021-07-23
- Rzadkość
- Rare
- Artysta
- Alexander Mokhov
- Mana value
- 6
- Mana cost
- Power / Toughness
- 3 / 6
- Layout / frame
- normal / 2015
- Foil / nonfoil
- nonfoil
- Scryfall ID
- fa0e443a-c479-40ab-9702-8beca3e5ab95
- Oracle ID
- 21a86dcd-03e3-409b-b214-5feed07db584
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Flying, Lifelink, Venture into the dungeon
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil
- Platformy
- paper, mtgo
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 6 923
- Penny rank
- —
- Multiverse IDs
- 531914
- Arena ID
- —
- MTGO ID
- 92504
- TCGplayer ID
- 243773
- Cardmarket ID
- 572187
- Illustration ID
- d6ca4473-edd9-4a67-915e-e99a1364052d
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
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 token copy of Radiant Solar entering the battlefield will cause its own ability to trigger, but not that of any other Radiant Solars.
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.
Dungeons are removed from the game as a state-based action.
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.
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.
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.
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