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Clattering Skeletons

AFR (Adventures in the Forgotten Realms) · #93 · EN

Clattering Skeletons

Creature — Skeleton

When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)
Those who die in the dungeon become its guardians.
RzadkośćCommon
PLN regular0,35 zł
PLN foil0,57 zł
PLN etched—

Stukotliwe Szkielety (Clattering Skeletons)

Stwór — Szkielet

Gdy ten stwór umrze, wkrocz do lochu (Venture into the dungeon). (Wejdź do pierwszego pomieszczenia albo przejdź do następnego pomieszczenia.)

Jak działa karta?

Gdy ten stwór umrze, wchodzisz do lochu: zaczynasz pierwszy pokój lub przechodzisz do następnego, wywołując jego zdolność.

Gdy Stukotliwe Szkielety umrą, wykonujesz akcję Wkrocz do lochu (Venture into the dungeon). Jeżeli nie jesteś jeszcze w żadnym lochu, wybierasz kartę lochu spoza gry, umieszczasz ją w strefie dowodzenia i wchodzisz do pierwszego pomieszczenia; jeśli już jesteś w lochu, przechodzisz do następnego pomieszczenia. Wejście do pomieszczenia wywołuje jego zdolność; po ostatnim pomieszczeniu loch zostaje usunięty z gry.

Ważne interakcje

Częste pomyłki

Przykład

Stukotliwe Szkielety giną w walce; wybierasz kartę lochu spoza gry, wkładasz ją do strefy dowodzenia i wchodzisz do pierwszego pomieszczenia, więc wywołuje się jego zdolność.

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
Aleksi Briclot
Mana value
4
Mana cost
{3}{B}
Power / Toughness
4 / 3
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
09ac0b2b-d4d3-4977-b241-7788239362de
Oracle ID
9e107382-f683-44ed-ada1-775d3ac79dd0
Słowa kluczowe
Venture into the dungeon
Tożsamość kolorów
{B}
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
19 261
Penny rank
16 833
Multiverse IDs
527380
Arena ID
77198
MTGO ID
91688
TCGplayer ID
243208
Cardmarket ID
571302
Illustration ID
d9f19630-7b19-42c9-9489-1711c38f10e8
Status obrazu
highres_scan

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.

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

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.

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

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.

Dungeons are removed from the game as a state-based action.

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.

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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