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Secret Arcade // Dusty Parlor // Secret Arcade // Dusty Parlor 
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Secret Arcade // Dusty Parlor
Verzauberung — Raum // Verzauberung — Raum Rare
Duskmourn: House of Horror Commander #10, 2024
Nichtland-Permanente, die du kontrollierst, und Permanent-Zaubersprüche, die du kontrollierst, sind zusätzlich zu ihren anderen Typen Verzauberungen. (Du kannst eine beliebige Hälfte wirken und jene Tür wird im Spiel entsperrt. Du kannst die Manakosten der noch versperrten Tür wie eine Hexerei bezahlen, um sie zu entsperren.) — Staubige Stube o2oW Immer wenn du einen Verzauberungszauber wirkst, lege so viele +1/+1-Marken auf bis zu eine Kreatur deiner Wahl, wie der Manabetrag jenes Zauberspruchs beträgt.
Aktueller Regeltext (englisch)
Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) — Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Illustration: Arthur Yuan. Platz 4.648 der meistgespielten Commander-Karten. Salzwert 0,14, kaum salzig.
Legalität
- Standard
- Nicht legal
- Pioneer
- Nicht legal
- Modern
- Nicht legal
- Legacy
- Legal
- Vintage
- Legal
- Pauper
- Nicht legal
- Commander
- Legal
Kombos (die beliebtesten 6 von 40)
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Secret Arcade // Dusty Parlor // Secret Arcade // Dusty Parlor + Ondu-Geisttänzerin
∞ Kreatur-Spielsteine∞ Kreatur kommt ins Spiel ab Stufe 3 So funktioniert es
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Secret Arcade // Dusty Parlor // Secret Arcade // Dusty Parlor + Geisterhafte Tänzer
∞ Kreatur-SpielsteineUnentschieden∞ Kreatur kommt ins Spiel ab Stufe 4 So funktioniert es
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Secret Arcade // Dusty Parlor // Secret Arcade // Dusty Parlor + Archon der Sonnengnade
∞ Kreatur-SpielsteineUnentschieden∞ Kreatur kommt ins Spiel ab Stufe 4 So funktioniert es
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Secret Arcade // Dusty Parlor // Secret Arcade // Dusty Parlor + Gremlinzähmerin
∞ Kreatur-SpielsteineUnentschieden∞ Kreatur kommt ins Spiel ab Stufe 4 So funktioniert es
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Secret Arcade // Dusty Parlor // Secret Arcade // Dusty Parlor + Ajanis Auserwählte
∞ Kreatur-SpielsteineUnentschieden∞ Kreatur kommt ins Spiel ab Stufe 4 So funktioniert es
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Secret Arcade // Dusty Parlor // Secret Arcade // Dusty Parlor + Yenna, Rotzahn-Regentin + Fanatische Rekruten + Ashnods Altar
∞ 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 (18)
- 20.09.2024If a Room enters from any zone other than the stack, it will enter with both halves locked.
- 20.09.2024An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
- 20.09.2024Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.
- 20.09.2024If no creatures have died in a turn by the time that turn's end step begins, Séance Board's first ability won't trigger at all. Causing a creature to die during the end step won't cause the ability to trigger.
- 20.09.2024Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.
- 20.09.2024Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.
- 20.09.2024If a spell has
in its mana cost, use the value chosen for X when determining that spell's mana value.
- 20.09.2024If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
- 20.09.2024While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.
- 20.09.2024While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.
- 20.09.2024Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.
- 20.09.2024If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.
- 20.09.2024Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.
- 20.09.2024Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.
- 20.09.2024An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.
- 20.09.2024Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
- 20.09.2024If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.
- 20.09.2024To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.
Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.