Unbewegliches Zepter
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Unbewegliches Zepter {W}

Immovable Rod

Artefakt Rare

Forgotten Realms Commander #7, 2021

Du kannst bestimmen, das Unbewegliche Zepter während deines Enttappsegments nicht zu enttappen. Immer wenn das Unbewegliche Zepter enttappt wird, wage dich ins Gewölbe. {3}{W}, {T}: Solange das Unbewegliche Zepter getappt bleibt, verliert eine andere bleibende Karte deiner Wahl alle Fähigkeiten und kann nicht angreifen oder blocken.

Aktueller Regeltext (englisch)

You may choose not to untap this artifact during your untap step. Whenever this artifact becomes untapped, venture into the dungeon. {3}{W}, {T}: For as long as this artifact remains tapped, another target permanent loses all abilities and can't attack or block.

Venture into the dungeon

Illustration: Jakub Kasper. Platz 13.261 der meistgespielten Commander-Karten. Salzwert 0,26, kaum salzig.

Legalität

Standard
Nicht legal
Pioneer
Nicht legal
Modern
Nicht 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 13)

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

Regelklarstellungen (13)
  • 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.
  • 23.07.2021Moving into a dungeon room will cause its room ability to trigger.
  • 23.07.2021If you target an Aura with Immovable Rod's last ability, it will lose its enchant ability and be put into its owner's graveyard because it can't legally enchant anything. An Equipment that loses its abilities loses its equip ability, so you won't be able to move it that way, but it will stay attached to the creature it's equipping, if any.
  • 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.
  • 23.07.2021To 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.
  • 23.07.2021Some abilities still work even if they have been removed. Specifically, static abilities that change an object's types or change an object's colors will still apply even if those abilities are lost.
  • 23.07.2021A player may only have one dungeon in the command zone at a time.
  • 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.
  • 23.07.2021Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • 23.07.2021If a creature has a characteristic-defining ability that sets its power and/or toughness loses that ability, the power and/or toughness (as appropriate) become 0.
  • 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.
  • 23.07.2021You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • 23.07.2021Dungeons are removed from the game as a state-based action.

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

Drucke (2)