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Cloister Gargoyle

AFR (Adventures in the Forgotten Realms) · #302 · EN

Cloister Gargoyle

Artifact Creature — Gargoyle

When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
RzadkośćUncommon
PLN regular0,92 zł
PLN foil1,44 zł
PLN etched—

Klasztorny Gargulec (Cloister Gargoyle)

Artefakt — Stwór — Gargulec

Gdy ten stwór wchodzi na pole bitwy, wyrusz w loch (Venture into the dungeon). (Wejdź do pierwszego pomieszczenia lub przejdź do następnego pomieszczenia.)
Dopóki ukończyłeś loch, ten stwór otrzymuje +3/+0 i ma Latanie (Flying).

Jak działa karta?

Po wejściu na pole bitwy wyruszasz w loch; jeśli kiedykolwiek ukończyłeś loch, ten stwór zyskuje +3/+0 i Latanie (Flying).

Gdy ten stwór wchodzi na pole bitwy, wykonujesz akcję "wyrusz w loch" — wchodzisz do pierwszego pomieszczenia wybranego lochu lub przechodzisz do następnego pomieszczenia w lochu, w którym już jesteś. Gdy kiedykolwiek ukończyłeś loch w tej grze, ten stwór otrzymuje +3/+0 i ma Latanie (Flying). Efekt przyznający bonusy nie wymaga, żeby Gargulec był na polu bitwy w momencie ukończenia lochu; wystarczy, że ukończyłeś loch wcześniej lub później.

Ważne interakcje

Częste pomyłki

Przykład

Wchodzisz z Gargulcem na pole bitwy, wybierasz loch spoza gry i wchodzisz do pierwszego pomieszczenia; później, po ukończeniu lochu, Gargulec otrzymuje +3/+0 i Latanie (Flying).

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

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Set
Adventures in the Forgotten Realms (AFR)
Data wydania
2021-07-23
Rzadkość
Uncommon
Artysta
Russ Nicholson
Mana value
3
Mana cost
{2}{W}
Power / Toughness
0 / 4
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
ab380bf5-2202-4098-b850-2cb660ec5351
Oracle ID
e1e84b14-c521-4eb7-92ed-bde1131e8662
Słowa kluczowe
Venture into the dungeon
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
arena, paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
showcase
Typ promocji
boosterfun
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
14 239
Penny rank
13 577
Multiverse IDs
530936
Arena ID
77403
MTGO ID
—
TCGplayer ID
242801
Cardmarket ID
570769
Illustration ID
f92e6080-4ad4-4700-af2b-8fd6f6d4af53
Status obrazu
highres_scan

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.

Cloister Gargoyle's last ability works even if it wasn't on the battlefield when you completed a dungeon.

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

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

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.

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.

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.

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.

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