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White Plume Adventurer

PCLB (Battle for Baldur's Gate Promos) · #49s · EN

White Plume Adventurer

Creature — Orc Cleric

When this creature enters, you take the initiative.
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
RzadkośćRare
PLN regular—
PLN foil21,37 zł
PLN etched—

White Plume Adventurer

Istota — Orc Cleric

Gdy ta istota wchodzi, bierzesz inicjatywę.
Na początku każdego upkeepu przeciwnika odtapuj jedną istotę, którą kontrolujesz. Jeśli ukończyłeś loch, zamiast tego odtapuj wszystkie istoty, które kontrolujesz.

Jak działa karta?

Po wejściu bierzesz inicjatywę (co natychmiast powoduje venture into Undercity). Na początku każdego upkeepu przeciwnika odtapujesz jedną istotę; jeśli w chwili odtapowywania ukończyłeś loch, odtapujesz wszystkie istoty.

Wejście na pole bitwy: gdy White Plume Adventurer wchodzi, otrzymujesz inicjatywę. Inicjatywa to specjalne oznaczenie. Dwie wbudowane reguły inicjatywy ważne tutaj: (1) gdy gracz bierze inicjatywę, ten gracz "przemierza Undercity" (venture into Undercity) — czyli rozpoczyna się rucharki po lochu Undercity zgodnie z zasadami lochów; (2) na początku upkeepu gracza, który ma inicjatywę, ten gracz również venture into Undercity. W praktyce: natychmiast po wejściu tej kreatury otrzymujesz inicjatywę i od razu venture into Undercity (poruszysz się do pierwszego pokoju Undercity, chyba że już byłeś w jakimś lochu — wtedy przesuwasz się do następnego pokoju; jeśli byłeś w ostatnim pokoju, ukończysz ten loch i zaczniesz Undercity).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Masz dwie istoty. Na turze przeciwnika zaczyna się jego upkeep; jeśli przeciwnik ma kolejkę upkeep i nie ukończyłeś lochu, odtapujesz jedną z twoich istot. Jeśli wcześniej ukończyłeś loch, wtedy w tym upkeepu odtapujesz wszystkie twoje istoty.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Battle for Baldur's Gate Promos (PCLB)
Data wydania
2022-06-10
Rzadkość
Rare
Artysta
Joseph Weston
Mana value
3
Mana cost
{2}{W}
Power / Toughness
3 / 3
Layout / frame
normal / 2015
Foil / nonfoil
foil
Scryfall ID
95ec8866-8374-4b17-93db-f3cf9f01fec3
Oracle ID
51f091a7-9b0b-4362-8e9c-c174752f369b
Słowa kluczowe
—
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
foil
Platformy
paper
Cechy wydruku
Promo, Reprint
Efekty ramki
—
Typ promocji
prerelease, datestamped
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
3 369
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
274444
Cardmarket ID
662142
Illustration ID
0fe0c4d5-6ae4-4cfc-b36b-99629155da1c
Status obrazu
highres_scan

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.

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.

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.

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

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.

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.

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.

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