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Trailblazer's Torch

CLB (Commander Legends: Battle for Baldur's Gate) · #340 · EN

Trailblazer's Torch

Artifact — Equipment

When this Equipment enters, you take the initiative.
Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
RzadkośćCommon
PLN regular0,61 zł
PLN foil1,31 zł
PLN etched—

Pochodnia Przewodnika (Trailblazer's Torch)

Artefakt — Wyposażenie

Gdy to Wyposażenie wchodzi na pole bitwy, bierzesz inicjatywę.
Za każdym razem, gdy wyposażony stwór zostaje zablokowany, zadaje 2 obrażenia każdemu stworu, który go blokuje.
Wyposaż (Equip) {1} ({1}: Dołącz do wskazanego stwora, którego kontrolujesz. Wyposażaj tylko jak czar.)

Jak działa karta?

Po wejściu daje ci inicjatywę; wyposażony stwór zadaje 2 obrażenia każdemu stworu go blokującemu. Możesz wyposażyć za {1}, tylko jak czar.

Kiedy to wyposażenie wchodzi na pole bitwy, otrzymujesz inicjatywę (specjalne oznaczenie; implementuje wejście do Undercity zgodnie z zasadami). Gdy stwór wyposażony zostanie zablokowany, zadaje po 2 obrażenia każdemu stworu, który go blokuje. Możesz dołączyć wyposażenie do własnego stwora za {1}, ale możesz to zrobić tylko tak, jakbyś zagrywał czar (tylko w głównej fazie, gdy stos pusty).

Ważne interakcje

Częste pomyłki

Przykład

Na początku tury dołączasz Pochodnię Przewodnika do atakującego stwora za {1}; jeśli zostanie zablokowany przez dwa stwory, każde z nich otrzyma 2 obrażenia.

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
Ioannis Fiore
Mana value
4
Mana cost
{4}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
0c4f76ae-e93b-4ca1-ac62-753707f6319e
Oracle ID
1cdac498-3c94-48d6-b94c-1d98697370ea
Słowa kluczowe
Equip
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
11 333
Penny rank
—
Multiverse IDs
563223
Arena ID
—
MTGO ID
100718
TCGplayer ID
272748
Cardmarket ID
659229
Illustration ID
eb7cee60-8000-4195-bad9-4740933140bd
Status obrazu
highres_scan

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.

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).

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.

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.

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.

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.

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.

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

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.

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