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

CLB (Commander Legends: Battle for Baldur's Gate) · #141 · EN
Passageway Seer
Creature — Tiefling Warlock
When this creature enters, you take the initiative.
At the beginning of your end step, if you have the initiative, put a +1/+1 counter on this creature.
"I'm certain there's a shortcut here . . ."
Wyjaśnienie po polsku
Przewodnik Przejścia (Passageway Seer)
Stwór — Tiefling Czarnoksiężnik
Gdy ten stwór wchodzi, bierzesz inicjatywę.
Na początku twojego końcowego etapu, jeśli masz inicjatywę, połóż na tym stworze znacznik +1/+1.
Jak działa karta?
Stwór z Więzią życia (Lifelink), który daje ci inicjatywę przy wejściu i rośnie (znacznik +1/+1) na końcu twojej tury, jeśli dalej masz inicjatywę.
Ta karta ma Więź życia (Lifelink), więc zadając obrażenia dobierasz życie zgodnie z tą zdolnością. Gdy ten stwór wchodzi, bierzesz inicjatywę — to może spowodować dodatkowe efekty związane z podziemiem (venture into Undercity) zgodnie z zasadami inicjatywy. Na początku twojego końcowego etapu, jeśli masz inicjatywę, połóż na tym stworze znacznik +1/+1, dzięki czemu z czasem staje się silniejszy.
Ważne interakcje
- Inicjatywa nie istnieje dopóki jakieś efekty jej nie nadają; gdy bierzesz inicjatywę, możesz też zostać wysłany do Podziemia (venture into Undercity) zgodnie z zasadami inicjatywy.
- Tylko jeden gracz może mieć inicjatywę naraz; jeśli inny gracz ją weźmie, tracisz ją natychmiast.
- Jeśli gracz z inicjatywą opuszcza grę, aktywny gracz (lub następny w porządku tur, jeśli nie ma aktywnego gracza) dostaje inicjatywę w tym samym momencie.
Częste pomyłki
- Myślenie, że inicjatywa istnieje od początku gry — inicjatywa pojawia się dopiero, gdy jakiś efekt kogoś jej instruuje.
- Sądzenie, że wzięcie inicjatywy daje multi-licznik inicjatyw — tylko jedna osoba może mieć inicjatywę i wielokrotne „branie” jej po prostu ponownie powoduje te same efekty, nie kumulując inicjatywy.
Przykład
Gdy Przewodnik Przejścia wchodzi na pole bitwy w twojej turze, bierzesz inicjatywę; jeśli utrzymasz ją do końca tury, na początku etapu końcowego połóż na nim znacznik +1/+1.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Commander Legends: Battle for Baldur's Gate (CLB)
- Data wydania
- 2022-06-10
- Rzadkość
- Uncommon
- Artysta
- Konstantin Porubov
- Mana value
- 4
- Mana cost
- Power / Toughness
- 2 / 2
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 8aeee54a-5e16-4519-b04a-49eaaf896b9a
- Oracle ID
- 2d8ebb48-5f37-4b7e-b8ec-3296d9a039c7
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Lifelink
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Dostępna w boosterze
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- EDHREC rank
- 11 530
- Penny rank
- —
- Multiverse IDs
- 563024
- Arena ID
- —
- MTGO ID
- 100300
- TCGplayer ID
- 272586
- Cardmarket ID
- 658468
- Illustration ID
- 919b696a-ad5a-46b5-b62b-a6cfe97df212
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
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.
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).
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.
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.
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.
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