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Experimental Lab // Staff Room

DSC (Duskmourn: House of Horror Commander) · #33 · EN

Experimental Lab // Staff Room

Enchantment — Room // Enchantment — Room

RzadkośćRare
PLN regular1,40 zł
PLN foil—
PLN etched—

Experimental Lab

Enchantment — Room

When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Staff Room

Enchantment — Room

Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Experimental Lab // Staff Room

Enchantment — Room // Enchantment — Room

(Brak treści Oracle przesłanej do przetłumaczenia.)

Jak działa karta?

To jest karta Room z dwiema połowami. Przy zagrywaniu wybierasz jedną połowę do zagrania; ta połowa wchodzi odblokowana. Możesz też odblokowywać/zablokowywać drzwi specjalnymi akcjami lub efektami. Na polu bitwy karta ma kombinację charakterystyk odblokowanych drzwi; jeśli żadne nie są odblokowane, karta nie ma nazwy ani zdolności.

Experimental Lab // Staff Room to karta Enchantment — Room // Enchantment — Room z dwiema „drzwiami” na jednej karcie. Zasady dla Room są następujące (na podstawie dostarczonych rulingów):

- Karta Room ma dwa oddzielne drzwi (połowy). Gdy jesteś przy rozgrywaniu tej karty jako zaklęcia, wybierasz jedne drzwi do zagrania — nie możesz zagrać obu jednocześnie. Drzwi, które zagrasz, stają się odblokowane, gdy zaklęcie się rozwiąże i Room wchodzi na pole bitwy.
- Jeśli zagrasz daną połowę (door) jako zaklęcie i ono się rozwiąże, odpowiednie drzwi stają się odblokowane w momencie wejścia Room na pole bitwy. Jeśli Room już był na polu bitwy (np. został tam umieszczony z innej strefy), to odblokowanie drzwi może nastąpić przez inne efekty (patrz niżej).
- Na polu bitwy charakterystyki Room to kombinacja charakterystyk odblokowanych drzwi. Jeżeli żadne drzwi nie są odblokowane, Room na polu bitwy nie ma nazwy ani zdolności.
- Każde drzwi mają osobne koszty ich odblokowania (unlock cost). Kiedykolwiek masz priorytet w głównej fazie swojej tury i stos jest pusty, możesz zapłacić koszt odblokowania zablokowanych drzwi jako specjalną akcję — nie używa stosu i nie może być odpowiedziana.
- Niektóre efekty lub zdolności mogą odblokowywać lub blokować drzwi; nie możesz odblokować drzwi, które już są odblokowane, ani zablokować drzwi już zablokowanych. Jeżeli zdolność wymaga celu i nie ma legalnych celów, możesz nadal odblokować drzwi, lecz wyzwalana zdolność nie trafi na stos (nie zrobi nic).
- Gdy zarówno drzwi są odblokowane, Room ma obie nazwy, sumę właściwości obu drzwi (np. wartość many) i wszystkie zdolności obu drzwi. Przykład z rulingów: jeśli obie połowy Bottomless Pool // Locker Room są odblokowane, karta ma nazwę Bottomless Pool i Locker Room, mana value 6 i posiada obie sekcje tekstowe.
- Jeśli Room wchodzi na pole bitwy z obu drzwi odblokowanymi (np. zostało zagrane odpowiednie zaklęcie, które odblokowuje obie jednocześnie), wszystkie zdarzenia „kiedy to drzwi zostanie odblokowane” wywołają się stosownie do zasad (jeśli jedno odblokowanie następuje w momencie gdy drugie już jest odblokowane, lub gdy oba odblokowują się jednocześnie). Gdy Room wchodzi na pole bitwy i drzwi odblokowują się jako część tego wejścia, to odblokowanie powoduje wyzwolenie odpowiednich efektów; takie wyzwolenia nie traktuje się jako wejścia do pola bitwy dla efektów typu „gdy permanent wchodzi” (np. Panharmonicon nie powoduje dodatkowego wywołania tych zdolności w tym konkretnym przypadku).
- Gdy Room jest kopiowany na stosie, kopia zachowuje wybór drzwi, które zostały odtworzone; cechy drugich drzwi są ignorowane na stosie, a po wejściu token utworzony przez kopię wejdzie z odpowiednimi drzwiami odblokowanymi.
- Jeśli Room jest w dowolnej strefie poza stosikiem i polem bitwy (np. w bibliotece, karcie w ręce, grobie), charakterystyki karty to połączenie obu drzwi. Przykład: mana value karty z obiema połowami to suma ich kosztów — nie można znaleźć tej karty za efektem, który poszukuje karty z mana value mniejszym niż suma.
- Jeśli jakiś mechanizm manifestuje (manifest dread) karty, instrukcja mówi jak manifest dread działa (spójnie z rulingiem). Manifestowana karta staje się 2/2 bez nazwy, kosztem many 0, itd. Jeśli manifestujesz dwie karty z biblioteki (manifest dread wygląda na specyficzny wariant manifestu), stosuje się opisane zasady.
- Możesz w dowolnym momencie spojrzeć na swoje własne karty zakryte (face-down), ale nie na zakryte karty przeciwników, chyba że efekt na to pozwala.
- Jeśli jakiś efekt powoduje, że karta Room wchodzi z pola bitwy z oboma drzwiami zablokowanymi (np. wchodzi z innej strefy niż stos), oba drzwi będą zablokowane.
- Jeśli coś obraca permanent z zakrytego na odkryty (turn face up) i permanent jest tym samym permanentem (np. manifest), to nie traktuje się tego jako wejścia na pole bitwy — więc nie wywoła to zdolności „gdy wchodzi do pola bitwy”. Również obracanie permanentu face up/face down nie zmienia, czy jest tapped czy untapped.

Wszystkie powyższe zasady wynikają bezpośrednio z dostarczonych rulingów i odnoszą się do ogólnego działania kart Room. Nie podano treści Oracle tekstu konkretnej karty Experimental Lab // Staff Room, więc nie tłumaczę ich zdolności ani kosztów — powyższe wyjaśnienia odnoszą się wyłącznie do mechaniki Room i do dostarczonych rulingów.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Masz Experimental Lab // Staff Room w bibliotece. W trakcie swojej tury płacisz koszt odblokowania prawej połowy (special action) — ta połowa staje się odblokowana. Później zagrywasz drugą połowę jako zaklęcie; gdy zaklęcie rozwiąże się, ta druga połowa wchodzi na pole bitwy odblokowana. Teraz karta ma obie nazwy i obie zdolności (charakterystyki łączą się). Jeśli jednak ta karta weszłaby na pole bitwy z obiema połowami zablokowanymi (np. z innej strefy), nie miałaby nazwy ani zdolności, dopóki którejś z połówek nie odblokujesz.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Duskmourn: House of Horror Commander (DSC)
Data wydania
2024-09-27
Rzadkość
Rare
Artysta
Arthur Yuan
Mana value
7
Mana cost
{3}{G} // {2}{G}
Power / Toughness
— / —
Layout / frame
split / 2015
Foil / nonfoil
nonfoil
Scryfall ID
0ee64079-76f2-49da-bd62-3d22dc1ec0c0
Oracle ID
8869df0c-fe84-4964-8d38-a8ecefa9c252
Słowa kluczowe
Manifest, Manifest dread
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
9 687
Penny rank
—
Multiverse IDs
675628
Arena ID
—
MTGO ID
131387
TCGplayer ID
577819
Cardmarket ID
787234
Illustration ID
a0640da6-f205-4ef1-80d8-2686db72f535
Status obrazu
highres_scan

Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.

A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.

If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.

If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.

To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.

Unlike a face-down creature that was cast using a disguise or morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.

At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.

While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.

Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.

Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.

Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.

Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.

Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.

If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.

If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.

If a manifested creature would have disguise or morph if it were face up, you may also turn it face up by paying its disguise or morph cost, as appropriate.

If a face-down creature loses its abilities, it can't be turned face up with a disguise or morph ability because it will no longer have that ability (or the associated cost) once face up.

Some cards in the Duskmourn release have abilities that trigger "whenever you manifest dread." In circumstances where you are instructed to manifest dread but can't perform some or all of the steps of manifesting dread (probably because your library has one or fewer cards in it), these abilities will still trigger.

You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered should remain clear, as well as what ability caused them to be face down. (This includes manifest, disguise, cloak, morph, and a few older effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.

If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.

Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.

An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.

While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.

Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.

Any time you have priority, you can turn a manifested permanent you control face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.

Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.

Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.

To manifest dread, look at the top two cards of your library. Manifest one (by putting it onto the battlefield face down) and put the other into your graveyard. The card you put onto the battlefield becomes a 2/2 face-down creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant it any characteristics it doesn't have or change the characteristics it does have.

If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.

An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.

If your library contains only one card when you manifest dread, you'll look at that card and put it onto the battlefield face down. You won't have the option to put it into your graveyard instead. If your library contains no cards when you manifest dread, you won't do anything.

If a Room enters from any zone other than the stack, it will enter with both halves locked.

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