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.

AFR (Adventures in the Forgotten Realms) · #302 · EN
Cloister Gargoyle
Artifact Creature — Gargoyle
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Wyjaśnienie po polsku
Klasztorny Gargulec (Cloister Gargoyle)
Artefakt — Stwór — Gargulec
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
- Gdy wyruszasz w loch i nie jesteś w żadnym, wybierasz kartę lochu spoza gry i kładziesz ją w strefie dowodzenia, a znacznik wyruszenia trafia do pierwszego pomieszczenia.
- Jeśli ukończysz loch poza polem bitwy (np. po wejściu ostatniego pomieszczenia), Klasztorny Gargulec nadal otrzyma bonus, nawet jeśli nie był wtedy na polu bitwy.
- Możesz wybrać loch, który już ukończyłeś; po ukończeniu loch jest usuwany z gry.
Częste pomyłki
- Mylenie 'wyrusz w loch' z dobieraniem karty z biblioteki — to oddzielna akcja polegająca na wejściu do pomieszczenia lochu.
- Zakładanie, że Gargulec musi być na polu bitwy w momencie ukończenia lochu, by otrzymać bonus — wystarczy, że ukończyłeś loch w dowolnym momencie.
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.Dane wydruku
- Set
Adventures in the Forgotten Realms (AFR)
- Data wydania
- 2021-07-23
- Rzadkość
- Uncommon
- Artysta
- Russ Nicholson
- Mana value
- 3
- Mana cost
- 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
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Venture into the dungeon
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- arena, paper, mtgo
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- showcase
- Typ promocji
- boosterfun
- Watermark
- —
- Obramowanie / znacznik
- black / —
Identyfikatory i rankingi
- 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
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
Pełny rekord źródłowy JSON
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"predh": "not_legal",
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