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Fates' Reversal

AFR (Adventures in the Forgotten Realms) · #102 · EN

Fates' Reversal

Sorcery

Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
A doom denied—or, perhaps, delayed.
RzadkośćCommon
PLN regular0,48 zł
PLN foil0,57 zł
PLN etched—

Fates' Reversal

Sorcery

Zwróć do ręki do jednego docelowego creature card z twojego cmentarza. Venture into the dungeon. (Wejdź do pierwszej komnaty lub przejdź do następnej komnaty.)

Jak działa karta?

Zwraca do ręki do jednego creature card z twojego cmentarza (jeśli taki cel jest wybrany), a potem wykonujesz akcję ‚venture into the dungeon’ — wchodzisz do pierwszej (albo następnej) komnaty dungeonu wybranego spoza gry.

To sorcery robi dwie rzeczy podczas rozwiązywania: (1) zwraca do twojej ręki do jednego docelowego creature card z twojego cmentarza, jeśli taki cel był wybrany i pozostaje legalny; (2) wykonuje akcję „venture into the dungeon”. Akcja venture into the dungeon: jeśli już masz znacznik dungeonu (czyli jesteś w dungeonie), przesuwasz ten znacznik do następnej komnaty i wywołujesz zdolność tej komnaty. Jeśli nie jesteś w dungeonie, wybierasz kartę dungeonu spoza gry, umieszczasz ją w strefie komand i ustawiasz swój znacznik na pierwszej komnacie, a następnie wywołujesz zdolność tej komnaty. Wybór dungeonu (gdy zaczynasz nowy) i przesunięcie znacznika to część rozwiązywania efektu — przeciwnicy nie mogą na to odpowiedzieć do momentu wywołania zdolności komnaty. Możesz kontynuować w dungeonie wielokrotnie (przechodząc komnaty tylko do przodu); po ukończeniu ostatniej komnaty dany dungeon jest usuwany z gry i możesz później wybrać ten sam lub inny dungeon przy kolejnym venture.

Ważne interakcje

Częste pomyłki

Przykład

Zagrałeś Fates' Reversal, wybrałeś docelową kartę stwora z twojego cmentarza. Przy rozwiązywaniu zaklęcia ta karta wraca do twojej ręki, a następnie venture into the dungeon: jeśli nie byłeś w dungeonie, wybierasz dungeon spoza gry, kładziesz go w strefie komand, ustawiasz swój znacznik na pierwszej komnacie i wywołujesz jej efekt.

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

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Set
Adventures in the Forgotten Realms (AFR)
Data wydania
2021-07-23
Rzadkość
Common
Artysta
Alix Branwyn
Mana value
2
Mana cost
{1}{B}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
19ff3d76-e985-4d8d-837e-89360cc23824
Oracle ID
8cd88e87-6585-437a-bcad-b494fffc0544
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
11 956
Penny rank
—
Multiverse IDs
527389
Arena ID
77207
MTGO ID
91706
TCGplayer ID
243202
Cardmarket ID
571294
Illustration ID
e27fe91f-0052-44b0-ab69-1882231e29b7
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.

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

Moving into a dungeon room will cause its room ability to trigger.

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.

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.

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.

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

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

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

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