Exzentrischer Lehrling
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Exzentrischer Lehrling {2}{U}

Eccentric Apprentice

Kreatur — Tiefling, Zauberer Uncommon

Adventures in the Forgotten Realms #57, 2021

2/2

Fliegend Wenn der Exzentrische Lehrling ins Spiel kommt, wage dich ins Gewölbe. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.) Zu Beginn des Kampfes in deinem Zug und falls du ein Gewölbe absolviert hast, wird bis zu eine Kreatur deiner Wahl bis zum Ende des Zuges zu einem Vogel mit Basis-Stärke und -Widerstandskraft 1/1 und Flugfähigkeit.

Aktueller Regeltext (englisch)

Flying When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.

FlyingVenture into the dungeon

Illustration: Campbell White. Platz 12.046 der meistgespielten Commander-Karten. Salzwert 0,07, kaum salzig.

Legalität

Standard
Nicht legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Pauper
Nicht legal
Commander
Legal

Spielsteine und zugehörige Karten

  • Dungeon of the Mad Mage Gehört dazu, Dungeon
  • Lost Mine of Phandelver Gehört dazu, Dungeon
  • Tomb of Annihilation Gehört dazu, Dungeon

Kombos (die beliebtesten 6 von 9)

Kombos von Commander Spellbook, dort stehen alle mit Ablauf und Voraussetzungen.

Regelklarstellungen (13)
  • 23.07.2021Dungeons are removed from the game as a state-based action.
  • 23.07.2021Choosing 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.
  • 23.07.2021A player may only have one dungeon in the command zone at a time.
  • 23.07.2021You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • 23.07.2021To 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.
  • 23.07.2021Dungeon 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.
  • 23.07.2021The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • 23.07.2021If 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.
  • 23.07.2021Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • 23.07.2021Moving into a dungeon room will cause its room ability to trigger.
  • 23.07.2021Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn.
  • 23.07.2021A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
  • 23.07.2021The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.

Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.

Drucke (1)