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Stirring Bard

CLB (Commander Legends: Battle for Baldur's Gate) · #195 · EN

Stirring Bard

Creature — Dragon Bard

Defender
When this creature enters, you take the initiative.
Mantle of Inspiration — {T}: Target creature gains menace and haste until end of turn.
At the first sign of danger, she breaks out the power chords.
RzadkośćCommon
PLN regular0,48 zł
PLN foil1,44 zł
PLN etched—

Porywający bard (Stirring Bard)

Stwór — Smok Bard

Obrońca (Defender)
Gdy ten stwór wchodzi na pole bitwy, bierzesz inicjatywę.
Płaszcz Inspiracji — {T}: Wskazany stwór zyskuje groźbę i pośpiech (Haste) do końca tury.

Jak działa karta?

Smok, który bierze dla ciebie inicjatywę przy wejściu i może przekręceniem dać innemu stworowi groźbę i pośpiech do końca tury.

To prosty stwór z umiejętnością dającą inicjatywę i aktywowaną zdolnością wspierającą sojusznicze stwory. Gdy wchodzi na pole bitwy, bierzesz inicjatywę i (zgodnie z zasadami inicjatywy) zwykle wchodzisz do Undercity. Aktywacja „Płaszcza Inspiracji” wymaga przekręcenia karty i daje wskazanemu stworowi groźbę i pośpiech do końca tury, co wpływa na to, jak blokują go przeciwnicy i czy może atakować natychmiast.

Ważne interakcje

Częste pomyłki

Przykład

Na turze przeciwnika wystawiasz tego stwora; gdy wchodzi, bierzesz inicjatywę, a potem przekręcasz go, by dać sojuszniczemu stworowi groźbę i pośpiech na atak w tej samej turze.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Common
Artysta
Raluca Marinescu
Mana value
4
Mana cost
{3}{R}
Power / Toughness
0 / 4
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
d06d9d83-d1e6-4499-a1ac-6f865159f6b6
Oracle ID
2583836d-7fd3-47b3-9b69-6814efe54a90
Słowa kluczowe
Defender, Mantle of Inspiration
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
11 301
Penny rank
—
Multiverse IDs
563078
Arena ID
—
MTGO ID
100414
TCGplayer ID
273341
Cardmarket ID
660897
Illustration ID
128898a0-ef8e-4bb4-ba57-79e7ea2284e4
Status obrazu
highres_scan

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.

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

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.

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.

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.

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.

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).

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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