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Find the Path

AFR (Adventures in the Forgotten Realms) · #183 · EN

Find the Path

Enchantment — Aura

Enchant land
When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted land has "{T}: Add {G}{G}."
RzadkośćCommon
PLN regular0,13 zł
PLN foil0,48 zł
PLN etched—

Find the Path

Zaklęcie — Aura

Oczaruj (Enchant) ląd
Gdy ta Aura wchodzi na pole bitwy, wyrusz do lochu (Wyrusz do lochu (Venture into the dungeon)). (Wejdź do pierwszej sali albo przejdź do następnej sali.)
Oczarowany ląd ma „{T}: Dodaj {G}{G}.”

Jak działa karta?

Aura, którą przyczepiasz do lądu; przy wejściu wyruszasz do lochu, a oczarowany ląd daje {G}{G} po przekręceniu.

To Aura, którą przyczepiasz do lądu. Gdy ta Aura wchodzi na pole bitwy, wykonujesz akcję Wyrusz do lochu (wybierasz loch i wchodzisz do pierwszej sali albo przechodzisz do następnej sali). Oczarowany ląd zyskuje zdolność „{T}: Dodaj {G}{G}.” Lochy nie są częścią talii; jeśli nie jesteś w żadnym lochu, wybierasz kartę lochu spoza gry i umieszczasz ją w strefie dowodzenia.

Ważne interakcje

Częste pomyłki

Przykład

Przyczepiasz Find the Path do swojej Wyspy; gdy wchodzi, wybierasz loch i wchodzisz do jego pierwszej sali, a potem twój ląd zyskuje zdolność {T}: Dodaj {G}{G}.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Adventures in the Forgotten Realms (AFR)
Data wydania
2021-07-23
Rzadkość
Common
Artysta
Lindsey Look
Mana value
3
Mana cost
{2}{G}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
5afe37a0-ccc3-467a-b787-304465b38355
Oracle ID
860eb9eb-c318-4eae-9b54-088f667115ec
Słowa kluczowe
Enchant, Venture into the dungeon
Tożsamość kolorów
{G}
Produkuje manę
{G}
Dostępne wykończenia
nonfoil, foil
Platformy
arena, paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
16 191
Penny rank
14 216
Multiverse IDs
527470
Arena ID
77288
MTGO ID
91868
TCGplayer ID
243108
Cardmarket ID
571128
Illustration ID
0d0d9541-1b4c-4026-a5ea-12a7d09c170e
Status obrazu
highres_scan

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.

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

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

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.

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.

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

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.

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.

Pełny rekord źródłowy JSON
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