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Loot Dispute

CLB (Commander Legends: Battle for Baldur's Gate) · #677 · EN

Loot Dispute

Enchantment

When this enchantment enters, you take the initiative and create a Treasure token.
Whenever you attack the player who has the initiative, create a Treasure token.
Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
RzadkośćRare
PLN regular1,27 zł
PLN foil—
PLN etched—

Spór o Łupy (Loot Dispute)

Oczarowanie

Gdy to oczarowanie wchodzi, bierzesz inicjatywę i tworzysz żeton Skarbu.
Za każdym razem, gdy atakujesz gracza, który ma inicjatywę, tworzysz żeton Skarbu.
Loud Ruckus — Za każdym razem, gdy kończysz podziemie, tworzysz żeton stworzenia Smok 5/5 czerwony z latającym.

Jak działa karta?

Gdy Spór o Łupy wchodzi, bierzesz inicjatywę i tworzysz Skarb. Każdy atak przeciwko graczowi z inicjatywą tworzy kolejny Skarb. Za każdym razem, gdy ukończysz podziemie, Loud Ruckus tworzy 5/5 czerwonego Smoka z latającym.

1) Wejście na pole bitwy: Kiedy Spór o Łupy wchodzi na pole bitwy, najpierw bierzesz inicjatywę (stajesz się graczem, który ma inicjatywę). W tym samym momencie tworzony jest żeton Skarbu. "Wzięcie inicjatywy" to specjalne oznaczenie jednego gracza; tylko jeden gracz może ją mieć naraz.

2) Atakowanie gracza z inicjatywą: Za każdym razem, gdy zadeklarujesz atak przeciwko graczowi, który w danym momencie ma inicjatywę, utworzony zostanie żeton Skarbu. To wyzwala się przy każdej takiej akcji ataku (nie dopuszczając do dodatkowych warunków).

3) Loud Ruckus (kończenie podziemia): Gdy ukończysz podziemie (czyli dotrzesz do ostatniego pokoju dungeonu), tworzy się żeton stworzenia 5/5, czerwony Smok z latającym. "Kończenie podziemia" odnosi się wyłącznie do dungeonu (w tym Undercity), zgodnie z rulings; jeśli wskutek wzięcia inicjatywy wchodzisz do Undercity i to powoduje ukończenie dungeonu, to wyzwoli się Loud Ruckus.

Uwagi o inicjatywie i podróżowaniu po podziemiach (ważne dla interakcji): tylko efekty, które instruują gracza, by wziął inicjatywę lub by wszedł/posunął się w dungeonie, powodują te akcje. Gdy gracz bierze inicjatywę, automatycznie "venture into Undercity" (czyli wchodzi do Undercity) — jeśli nie był w żadnym dungeonie, zostaje wstawione Undercity do strefy komend i jego znacznik przesuwa się do pierwszego pokoju. Jeśli już był w dungeonie, przesuwa się do następnego pokoju; jeśli to był ostatni pokój, ukończy dungeon (co uruchomi Loud Ruckus).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Rzucasz Spór o Łupy. Gdy wchodzi na pole bitwy, bierzesz inicjatywę i tworzysz żeton Skarbu. W swojej następnej turze, jeśli atakujesz gracza, który ma inicjatywę (np. ciebie), przy deklarowaniu ataku stworzysz kolejny żeton Skarbu. Jeśli wskutek wzięcia inicjatywy lub na początku swojej tury venture'ujesz i ukończysz podziemie, Loud Ruckus stworzy Smoka 5/5 z latającym.

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
Rare
Artysta
Francisco Miyara
Mana value
4
Mana cost
{3}{R}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
0669a2bb-11c7-45d8-9299-09246ff4e72c
Oracle ID
7c885698-69f2-44b5-abfe-9a2833822794
Słowa kluczowe
Loud Ruckus, Treasure
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
11 328
Penny rank
—
Multiverse IDs
567242
Arena ID
—
MTGO ID
101450
TCGplayer ID
273537
Cardmarket ID
661299
Illustration ID
b8fbc7ee-a6e1-4bc4-a37e-03fefc8a9dbc
Status obrazu
highres_scan

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.

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.

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

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.

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.

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.

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.

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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