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Sarevoks Zauberbuch 
Sarevok's Tome
Artefakt Rare
Commander Legends: Battle for Baldur's Gate #685, 2022
Wenn Sarevoks Zauberbuch ins Spiel kommt, übernimmst du die Initiative.
: Erzeuge
. Falls du die Initiative hast, erzeuge stattdessen
.
,
: Schicke Karten oben von deiner Bibliothek ins Exil, bis du eine Nichtland-Karte ins Exil schickst. Du kannst die Karte wirken, ohne ihre Manakosten zu bezahlen. Aktiviere diese Fähigkeit nur, falls du ein Gewölbe absolviert hast.
Aktueller Regeltext (englisch)
When this artifact enters, you take the initiative.
: Add
. If you have the initiative, add
instead.
,
: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Illustration: Titus Lunter. Platz 6.028 der meistgespielten Commander-Karten. Salzwert 0,25, 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
- Undercity // The Initiative Gehört dazu, Dungeon — Undercity // Card
Kombos (die beliebtesten 6 von 16)
-
Sarevoks Zauberbuch + Mystisches Heiligtum + Der Realitäts-Chip + Gespenstisches Flimmern
∞ farbiges Mana∞ Kreatur-Spielsteine∞ Karten ziehenfast ∞ Lebensverlust So funktioniert es
-
Sarevoks Zauberbuch + Stab des Beherrschens + Schweißender Myr
∞ Lebenspunkte∞ Karten ziehen∞ Mana deiner Kreaturen∞ farbloses Mana So funktioniert es
-
Sarevoks Zauberbuch + Mystisches Heiligtum + Blick in die Zukunft + Gespenstisches Flimmern
∞ farbiges Mana∞ Kreatur-Spielsteine∞ Karten ziehenfast ∞ Lebensverlust So funktioniert es
-
Sarevoks Zauberbuch + Magus der Zukunft + Mystisches Heiligtum + Gespenstisches Flimmern
∞ farbiges Mana∞ Kreatur-Spielsteine∞ Karten ziehenfast ∞ Lebensverlust So funktioniert es
-
Sarevoks Zauberbuch + Eins mit dem Multiversum + Mystisches Heiligtum + Gespenstisches Flimmern
∞ farbiges Mana∞ Kreatur-Spielsteine∞ Karten ziehenfast ∞ Lebensverlust So funktioniert es
-
Sarevoks Zauberbuch + Schlackenskorpion + Pentavus
∞ Kreatur verlässt das Spielfeld∞ Kreatur kommt ins Spiel∞ Opferauslöser∞ Todesauslöser So funktioniert es
Kombos von Commander Spellbook, dort stehen alle mit Ablauf und Voraussetzungen.
Regelklarstellungen (10)
- 10.06.2022A 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.
- 10.06.2022Only 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.
- 10.06.2022The 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.
- 10.06.2022You 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.
- 10.06.2022If 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.
- 10.06.2022Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.
- 10.06.2022There 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.
- 10.06.2022If 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).
- 10.06.2022In 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.
- 10.06.2022If 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.
Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.