Fünfzehn Meter Seil
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Fünfzehn Meter Seil {1}

Fifty Feet of Rope

Artefakt Uncommon

Adventures in the Forgotten Realms #244, 2021

Drüberklettern — {T}: Eine Mauer deiner Wahl kann in diesem Zug nicht blocken. Fesseln — {3}, {T}: Eine Kreatur deiner Wahl enttappt nicht während des nächsten Enttappsegments ihres Beherrschers. Abseilen — {4}, {T}: Wage dich ins Gewölbe. Aktiviere diese Fähigkeit wie eine Hexerei. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.)

Aktueller Regeltext (englisch)

Climb Over — {T}: Target Wall can't block this turn. Tie Up — {3}, {T}: Target creature doesn't untap during its controller's next untap step. Rappel Down — {4}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

Venture into the dungeon

Illustration: Andrew Mar. Platz 16.209 der meistgespielten Commander-Karten. Salzwert 0,06, kaum salzig.

Legalität

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

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Regelklarstellungen (12)
  • 23.07.2021You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • 23.07.2021Moving into a dungeon room will cause its room ability to trigger.
  • 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.
  • 23.07.2021The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • 23.07.2021To 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.
  • 23.07.2021Activating the Climb Over ability after a Wall has blocked won't change or undo that block.
  • 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.
  • 23.07.2021The Tie Up ability doesn't tap the creature, it just prevents it from untapping if it is already tapped or becomes tapped through some other means.
  • 23.07.2021Dungeons are removed from the game as a state-based action.
  • 23.07.2021A player may only have one dungeon in the command zone at a time.

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

Drucke (2)