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

AFR (Adventures in the Forgotten Realms) · #303 · EN
Nadaar, Selfless Paladin
Legendary Creature — Dragon Knight
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Wyjaśnienie po polsku
Nadaar, Bezinteresowny Paladyn (Nadaar, Selfless Paladin)
Legendarny stwór — Smok Rycerz
Za każdym razem, gdy Nadaar wchodzi na pole bitwy lub atakuje, wyrusz do lochu. (Wejdź do pierwszego pomieszczenia lub przejdź do następnego pomieszczenia.)
Inne stwory, które kontrolujesz, otrzymują +1/+1 tak długo, jak ukończyłeś loch.
Jak działa karta?
Nadaar ma Czujność i pozwala wyruszać do lochu, gdy wchodzi lub atakuje; jeśli ukończyłeś loch, inne twoje stwory mają +1/+1.
Nadaar ma Czujność (może atakować bez przekręcania). Za każdym razem, gdy wchodzi na pole bitwy lub atakuje, wykonujesz akcję „wyrusz do lochu” — albo wchodzisz do pierwszego pomieszczenia wybranego lochu spoza gry i umieszczasz tam swój znacznik, albo przesuwasz znacznik do następnego pomieszczenia, jeśli już jesteś w lochu. Inne twoje stwory otrzymują +1/+1, jeżeli ukończyłeś loch w dowolnym momencie tej gry (Nadaar nie musiał być wtedy na polu bitwy).
Ważne interakcje
- Wyruszanie do lochu to akcja, która uruchamia zdolność pomieszczenia po przeniesieniu znacznika w lochu.
- Jeśli nie jesteś aktualnie w lochu, wybierasz kartę lochu spoza gry i umieszczasz ją w strefie dowodzenia, a następnie ustawiasz znacznik na pierwszym pomieszczeniu.
- Po ukończeniu ostatniego pomieszczenia loch zostaje usunięty z gry jako akcja zależna od stanu.
Częste pomyłki
- Mylenie „wyrusz do lochu” z natychmiastowym wykonaniem efektu pomieszczenia bez umieszczenia znacznika w lochu — najpierw ustawiasz znacznik, a potem zdolność pomieszczenia może wywołać swoje efekty.
- Zakładanie, że Nadaar musi być na polu bitwy, aby jego premia +1/+1 działała — liczy się, czy ty ukończyłeś loch, niezależnie od tego, gdzie był Nadaar.
Przykład
Nadaar atakuje; rozwiązuje się jego zdolność — wybierasz loch spoza gry, wkładasz go do strefy dowodzenia i ustawiasz znacznik w pierwszym pomieszczeniu, uruchamiając jego efekt.
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
- Rare
- Artysta
- Phil Stone
- Mana value
- 3
- Mana cost
- Power / Toughness
- 3 / 3
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- c9dbd2a5-1d12-4900-8487-92912d66c059
- Oracle ID
- 0e3f9345-d986-4d60-a343-45598ab59aff
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Vigilance, Venture into the dungeon
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- arena, paper, mtgo
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- showcase, legendary
- Typ promocji
- boosterfun
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- EDHREC rank
- 6 563
- Penny rank
- 2 402
- Multiverse IDs
- 530937
- Arena ID
- 77404
- MTGO ID
- —
- TCGplayer ID
- 242780
- Cardmarket ID
- 570642
- Illustration ID
- beb5a6cc-dda3-436c-a100-632aec1813f7
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
Nadaar doesn't need to have been on the battlefield when you completed a dungeon for its last ability to function.
A player may only have one dungeon in the command zone at a time.
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.
Pełny rekord źródłowy JSON
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