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Sarevok's Tome

CLB (Commander Legends: Battle for Baldur's Gate) · #685 · EN

Sarevok's Tome

Artifact — Book

When this artifact enters, you take the initiative.
{T}: Add {C}. If you have the initiative, add {C}{C} instead.
{3}, {T}: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
RzadkośćRare
PLN regular15,82 zł
PLN foil—
PLN etched—

Sarevok's Tome

Artefakt — Księga

Gdy ten artefakt wchodzi, bierzesz inicjatywę.
{T}: Dodaj {C}. Jeśli masz inicjatywę, zamiast tego dodaj {C}{C}.
{3}, {T}: Wywyłącz karty z góry swojej biblioteki, aż wywyłączysz kartę nielądową. Możesz zagrać tę kartę bez płacenia jej kosztu many. Aktywuj tylko, jeśli ukończyłeś loch.

Jak działa karta?

Sarevok's Tome: przy wejściu bierzesz inicjatywę. {T} daje {C}, a jeśli masz inicjatywę daje {C}{C}. Za {3}, {T} możesz wywyłączyć karty z góry biblioteki aż do nielądowej i zagrać ją za darmo, ale można to aktywować tylko jeśli ukończyłeś loch.

1) Wejście na pole bitwy: Gdy ten artefakt wchodzi na pole bitwy, bierzesz inicjatywę. Inicjatywa to specjalna.designacja. Gdy bierzesz inicjatywę, natychmiast wyruszasz do Undercity (venture into Undercity). Jeśli ktoś inny miał inicjatywę, traci ją.

2) Generator many: Możesz zakręcić artefakt ({T}) żeby dodać {C}. Jeśli obecnie masz inicjatywę, zamiast jednego {C} dodajesz {C}{C} (dwa colorless). To sprawdza tylko, czy masz inicjatywę w momencie tapowania.

3) Aktywowane egzilowanie i rzucanie: Akcję {3}, {T} możesz aktywować tylko jeśli ukończyłeś loch (czyli wcześniej twoja postać dotarła do końca jakiegoś dungeon — "you've completed a dungeon"). Po aktywacji wywyłączasz (exile) karty z góry swojej biblioteki aż do momentu, gdy wywyłączysz pierwszą kartę nielądową. Możesz zagrać (cast) tę nielądową kartę bez płacenia jej kosztu many. Nie wyzwala ani nie zapisuje niczego poza tym; jeśli ta karta jest np. czarem lub sorcery, jej ograniczenia timingowe nadal obowiązują przy próbie zagrania (np. sorcery tylko w swojej głównej fazie, kiedy masz prawo do gry czarów).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Jeśli masz Sarevok's Tome i nikt inny nie ma inicjatywy, gdy artefakt wejdzie na pole bitwy, bierzesz inicjatywę. Potem możesz zakręcić go, by dodać {C}{C} (bo masz inicjatywę). Jeśli wcześniej ukończyłeś loch, możesz zapłacić {3} i zakręcić, by wywyłączyć karty z góry biblioteki aż znajdziesz kartę nielądową i zagrać ją bez płacenia kosztu many.

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

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Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Rare
Artysta
Titus Lunter
Mana value
4
Mana cost
{4}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
5a470690-a05d-4311-963c-50cbf779846d
Oracle ID
6ec54d84-7026-45a3-a7d7-37cd5c9a8463
Słowa kluczowe
—
Tożsamość kolorów
Bezkolorowa
Produkuje manę
{C}
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
6 001
Penny rank
—
Multiverse IDs
567250
Arena ID
—
MTGO ID
101468
TCGplayer ID
273667
Cardmarket ID
661385
Illustration ID
f819bfe0-2139-47a1-97e2-3985177e6ed8
Status obrazu
highres_scan

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.

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 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.

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.

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.

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

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.

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 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).

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