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Rilsa Rael, Kingpin

CLB (Commander Legends: Battle for Baldur's Gate) · #293 · EN

Rilsa Rael, Kingpin

Legendary Creature — Human Rogue

Deathtouch
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
RzadkośćUncommon
PLN regular0,31 zł
PLN foil0,79 zł
PLN etched—

Rilsa Rael, Kingpin

Legendarny stwór — Człowiek Łotrzyk

Dotyk śmierci (Deathtouch)
Gdy Rilsa Rael wchodzi na pole bitwy, bierzesz inicjatywę.
Za każdym razem, gdy atakujesz, wskazany atakujący stwór zyskuje Dotyk śmierci (Deathtouch) do końca tury. Jeśli ukończyłeś loch, ten stwór także otrzymuje +5/+0 i zyskuje pierwszeństwo oraz zagrożenie do końca tury.

Jak działa karta?

Legenda daje Ci inicjatywę przy wejściu i pozwala dawać atakującym stworom Dotyk śmierci; ukończenie lochu wzmacnia te stwory o +5/+0, pierwszeństwo i zagrożenie do końca tury.

Rilsa daje Ci Dotyk śmierci (Dotyk śmierci (Deathtouch)) i przy wejściu daje Ci inicjatywę, co uruchamia podróż po lochu Undercity. Za każdym razem, gdy atakujesz, możesz dać wskazanemu atakującemu stworowi Dotyk śmierci do końca tury; jeśli ukończyłeś loch, ten stwór dodatkowo dostaje +5/+0 oraz zyskuje pierwszeństwo i zagrożenie do końca tury. Efekty te trwają tylko do końca tury i stosują się zgodnie z normalnymi zasadami inicjatywy i podróży po lochach.

Ważne interakcje

Częste pomyłki

Przykład

W swojej turze atakujesz, wskazujesz atakującego zabójcę i dajesz mu Dotyk śmierci; jeśli wcześniej ukończyłeś loch, ten zabójca dostaje też +5/+0, pierwszeństwo i zagrożenie do końca tury.

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
Uncommon
Artysta
Micah Epstein
Mana value
5
Mana cost
{3}{U}{B}
Power / Toughness
2 / 5
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
54484439-6f8a-47f1-8d62-4689af7f00c2
Oracle ID
57f6a8c2-9d84-4640-9b92-8b8611e05773
Słowa kluczowe
Deathtouch
Tożsamość kolorów
{B}{U}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
legendary
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
7 264
Penny rank
—
Multiverse IDs
563176
Arena ID
—
MTGO ID
100624
TCGplayer ID
272609
Cardmarket ID
658505
Illustration ID
0251a823-27d2-4c4e-9c85-da0bdcb97184
Status obrazu
highres_scan

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

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.

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 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).

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.

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.

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.

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.

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.

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.

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