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.

PCLB (Battle for Baldur's Gate Promos) · #167s · EN
Caves of Chaos Adventurer
Creature — Human Barbarian
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.
Wyjaśnienie po polsku
Poszukiwacz Jaskiń Chaosu (Caves of Chaos Adventurer)
Stwór — Człowiek Barbarzyńca
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
- Sprawdzenie, czy ukończyłeś loch, następuje w chwili, gdy karta jest wybijana (exile) — jeśli wtedy loch nie został ukończony, nie możesz zagrać tej karty za darmo, nawet jeśli ukończysz loch później w tej samej turze.
- Tylko jeden gracz może mieć inicjatywę naraz; gdy ktoś ją przejmuje, poprzedni posiadacz traci ją natychmiast.
- Gdy bierzesz inicjatywę, wyprawiasz się do Undercity (właściwego startu/poruszania się po lochach) zgodnie z zasadami inicjatywy.
Częste pomyłki
- Mylenie momentu sprawdzenia ukończenia lochu — sprawdzenie ma miejsce tylko w chwili wybijania karty.
- Sądzanie, że przejęcie inicjatywy daje jej kilka kopii lub trwa obok innych graczy — tylko jeden gracz ma inicjatywę naraz.
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.Dane wydruku
- Set
Battle for Baldur's Gate Promos (PCLB)
- Data wydania
- 2022-06-10
- Rzadkość
- Rare
- Artysta
- Marcela Medeiros
- Mana value
- 4
- Mana cost
- 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
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Trample
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- foil
- Platformy
- paper
- Cechy wydruku
- Promo, Reprint
- Efekty ramki
- —
- Typ promocji
- prerelease, datestamped
- Watermark
- —
- Obramowanie / znacznik
- black / oval
Identyfikatory i rankingi
- 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
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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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