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Yuan-Ti Malison

PAFR (Adventures in the Forgotten Realms Promos) · #86p · EN

Yuan-Ti Malison

Creature — Snake Rogue

This creature can't be blocked as long as it's attacking alone.
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Silent. Slithering. Sinister.
RzadkośćRare
PLN regular0,96 zł
PLN foil1,35 zł
PLN etched—

Yuan-Ti Malison

Stwór — Wąż Łotrzyk

Ten stwór nie może zostać zablokowany, dopóki atakuje sam.
Za każdym razem, gdy ten stwór zada obrażenia w walce graczowi, Wyprawa do lochu (Venture into the dungeon). (Wejdź do pierwszego pomieszczenia albo przejdź do następnego pomieszczenia.)

Jak działa karta?

Nie może być zablokowany, gdy atakuje sam. Gdy zada obrażenia w walce graczowi, rozpoczynasz lub kontynuujesz Wyprawę do lochu (Venture into the dungeon).

Ten stwór jest trudniejszy do zablokowania, gdy atakuje samodzielnie — przeciwnicy nie mogą go blokować, jeśli nie ma innych atakujących twoich stworów. Za każdym razem, gdy zada obrażenia w walce graczowi, rozpoczynasz lub kontynuujesz Wyprawę do lochu (Wyprawa do lochu (Venture into the dungeon)); jeśli nie byłeś w lochu, wybierasz loch spoza gry i wkładasz go do strefy dowódcy, a następnie przesuwasz znacznik do pierwszego pomieszczenia, co wywoła jego zdolność. Przechodzenie następuje zawsze do przodu; nie można cofać się ani poruszać na boki po lochu.

Ważne interakcje

Częste pomyłki

Przykład

Jeśli Yuan-Ti Malison atakuje sam i zadaje obrażenia w walce graczowi, umieszczasz wybrany loch w strefie dowódcy (jeśli jeszcze go nie masz) i przesuwasz znacznik do pierwszego pomieszczenia, wywołując jego efekt.

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 Promos (PAFR)
Data wydania
2021-07-23
Rzadkość
Rare
Artysta
Oriana Menendez
Mana value
2
Mana cost
{1}{U}
Power / Toughness
2 / 1
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
5bdc3ec7-af72-4370-af5c-fd137f3a5f11
Oracle ID
f0e4dda1-2ffb-4353-a292-dcbc966967b4
Słowa kluczowe
Venture into the dungeon
Tożsamość kolorów
{U}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper
Cechy wydruku
Promo, Reprint
Efekty ramki
—
Typ promocji
promopack, stamped
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
8 680
Penny rank
8 862
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
244418
Cardmarket ID
572556
Illustration ID
a16be774-682c-4802-93cc-78cf06129751
Status obrazu
highres_scan

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

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

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

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.

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.

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.

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.

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

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

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.

Pełny rekord źródłowy JSON
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