Zombie-Oger
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Zombie-Oger {3}{B}{B}

Zombie Ogre

Kreatur — Zombie, Oger Common

Adventures in the Forgotten Realms #129, 2021

3/5

Zu Beginn deines Endsegments und falls in diesem Zug eine Kreatur gestorben ist, wage dich ins Gewölbe. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.)

Aktueller Regeltext (englisch)

At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)

„Wenigstens glaubt Throg nicht mehr, er wäre smart." —Xanathar

Venture into the dungeon

Illustration: Nicholas Gregory. Platz 18.593 der meistgespielten Commander-Karten. Salzwert 0,19, kaum salzig.

Legalität

Standard
Nicht legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Pauper
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
Regelklarstellungen (12)
  • 23.07.2021Dungeons are removed from the game as a state-based action.
  • 23.07.2021Moving into a dungeon room will cause its room ability to trigger.
  • 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.
  • 23.07.2021Zombie Ogre's ability will trigger only once during your end step, no matter how many creatures died this turn. However, if no creatures have died so far this turn as the end step begins, the ability won't trigger at all. It's not possible to cause a creature to die during the end step in time to have the ability trigger.
  • 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.
  • 23.07.2021Zombie Ogre doesn't need to have been on the battlefield at the time the creature died for its ability to function.
  • 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.
  • 23.07.2021Choosing 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.
  • 23.07.2021If 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.

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

Drucke (1)