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.

AFC (Forgotten Realms Commander) · #12 · EN
Thorough Investigation
Enchantment
Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
Wyjaśnienie po polsku
Dokładne śledztwo (Thorough Investigation)
Zaczarowanie
Za każdym razem, gdy poświęcisz żeton Wskazówki, Wyrusz do lochu (Venture into the dungeon). (Wejdź do pierwszego pokoju lub przejdź do następnego pokoju.)
Jak działa karta?
Przy ataku tworzysz żeton Wskazówki; po jego poświęceniu dobierasz kartę i wyruszasz do lochu (wchodzisz do pierwszego pokoju lub przechodzisz do następnego).
Gdy zadeklarujesz atak, karta tworzy żeton Wskazówki (artefakt z możliwością „, Poświęć ten żeton: Dobierz kartę”). Poświęcenie takiego żetonu uruchamia drugą zdolność, która każe ci wyruszyć do lochu — wejść do pierwszego pokoju wybranego lochu albo posunąć znacznik do następnego pokoju, jeśli już jesteś w lochu. Wybór lochu i pokoju następuje podczas rozwiązywania tej akcji; po wyborze nie można odpowiadać do czasu wyzwolenia zdolności pokoju.
Ważne interakcje
- Pierwsza zdolność wyzwala tylko raz na walkę, nawet jeśli atakujesz wieloma stworami.
- Wybór lochu przy wyruszaniu do lochu następuje podczas rozwiązywania tej akcji i po wyborze nie można odpowiadać aż do wyzwolenia zdolności pokoju.
- Jeśli nie jesteś aktualnie w lochu, wybierasz kartę lochu spoza gry i umieszczasz ją w strefie dowodzenia, a znacznik wyruszenia ustawiasz na pierwszym pokoju.
Częste pomyłki
- Mylenie przekręcenia z poświęceniem żetonu —
nie poświęca żetonu; zdolność tworzy żeton, który trzeba poświęcić, aby dobrać kartę.
- Zakładanie, że pierwsza zdolność wyzwala się dla każdego atakującego stworzenia; wyzwala się tylko raz na walkę, gdy atakujesz.
Przykład
Atakujesz; zdolność tworzy żeton Wskazówki. Następnie poświęcasz ten żeton, dobierasz kartę i wyruszasz do lochu, wchodząc do pierwszego pokoju.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Forgotten Realms Commander (AFC)
- Data wydania
- 2021-07-23
- Rzadkość
- Rare
- Artysta
- Aaron J. Riley
- Mana value
- 3
- Mana cost
- Power / Toughness
- — / —
- Layout / frame
- normal / 2015
- Foil / nonfoil
- nonfoil
- Scryfall ID
- a40e6034-aa05-4542-ac12-78e6a76d86e9
- Oracle ID
- e7504407-bb72-4baf-be4a-8152e4198e2b
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Investigate, Venture into the dungeon
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil
- Platformy
- paper, mtgo
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- —
- Typ promocji
- —
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 7 218
- Penny rank
- —
- Multiverse IDs
- 531917
- Arena ID
- —
- MTGO ID
- 92510
- TCGplayer ID
- 243776
- Cardmarket ID
- 572190
- Illustration ID
- 20e0e099-2324-4d38-8587-2de48c6cb615
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
A player may only have one dungeon in the command zone at a time.
Thorough Investigation's first ability can trigger only once per combat, no matter how many creatures you attack with.
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.
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.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
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