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Caves of Chaos Adventurer

PCLB (Battle for Baldur's Gate Promos) · #167s · EN

Caves of Chaos Adventurer

Creature — Human Barbarian

Trample
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
RzadkośćRare
PLN regular—
PLN foil11,97 zł
PLN etched—

Poszukiwacz Jaskiń Chaosu (Caves of Chaos Adventurer)

Stwór — Człowiek Barbarzyńca

Tratowanie (Trample)
Gdy to stwor wchodzi na pole bitwy, przejmujesz inicjatywę.
Za każdym razem, gdy to stwor atakuje, wybij (exile) wierzchnią kartę twojej biblioteki. Jeśli ukończyłeś loch, możesz zagrać tę kartę w tej turze bez płacenia jej kosztu many. W przeciwnym razie możesz zagrać tę kartę w tej turze.

Jak działa karta?

Po wejściu na pole bitwy przejmujesz inicjatywę. Gdy atakuje, wybijasz wierzchnią kartę biblioteki i możesz ją zagrać w tej turze, a jeśli ukończyłeś loch, zagrać ją za darmo.

To stwor łączy obrażenia bojowe i eksplorację: ma Tratowanie (Trample) i przy wejściu na pole bitewne dajesz sobie inicjatywę, co powoduje wyprawę do Undercity zgodnie z zasadami. Przy ataku wybijasz (exile) wierzchnią kartę biblioteki; jeśli w chwili wybijania ukończyłeś jakikolwiek loch, możesz w tej turze zagrać tę kartę nie płacąc kosztu many, a jeśli nie, nadal możesz ją zagrać normalnie (płacąc koszty). Sprawdzenie ukończenia lochu odbywa się tylko w momencie wybijania karty.

Ważne interakcje

Częste pomyłki

Przykład

Atakujesz, wybijasz kartę z biblioteki; jeśli wcześniej w tej grze ukończyłeś loch, możesz zagrać ją za darmo w tej turze, inaczej możesz zagrać ją normalnie.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Battle for Baldur's Gate Promos (PCLB)
Data wydania
2022-06-10
Rzadkość
Rare
Artysta
Marcela Medeiros
Mana value
4
Mana cost
{3}{R}
Power / Toughness
5 / 3
Layout / frame
normal / 2015
Foil / nonfoil
foil
Scryfall ID
e909fe36-e95c-4094-9029-a292a8fcf73a
Oracle ID
e4d2dcbb-9910-482e-9e46-dfed2097509b
Słowa kluczowe
Trample
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
foil
Platformy
paper
Cechy wydruku
Promo, Reprint
Efekty ramki
—
Typ promocji
prerelease, datestamped
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
7 821
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
274483
Cardmarket ID
662171
Illustration ID
e76d2d2e-3c45-478d-91e2-2e0deec9e4ad
Status obrazu
highres_scan

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.

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.

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.

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

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.

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).

Caves of Chaos Adventurer's last ability checks to see if you've completed a dungeon at the time you exile a card. If you haven't completed a dungeon at that time, you can't cast it without paying its mana cost, even if you complete a dungeon later during the same turn.

If you have completed a dungeon when Caves of Chaos Adventurer's last ability resolves, you can only play the exiled card without paying its mana cost. You can't choose to play it normally.

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.

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.

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.

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