Quindici Metri di Corda

Quindici Metri di Corda1
ArtefattoPLST · U

Arrampicati — ⟳: Un Muro bersaglio non può bloccare in questo turno.

Lega — 3, ⟳: Una creatura bersaglio non STAPpa durante il prossimo STAP del suo controllore.

Calati Giù — 4, ⟳: Esplora il dungeon. Attiva solo come una stregoneria. (Entra nella prima stanza o avanza a quella successiva.)

The List · Non comune

Fifty Feet of Rope

Moxou Score · tutti i formati

Questa carta è fuori dalla top 50 in tutti i formati. Punteggio, posizione e trend sono per gli utenti registrati.

Registrati gratis per vedere tutte le carte durante la beta.

Analisi

Punteggio, trend, archetipi

Sono mostrate solo le carte della top 50, registrati gratis per vedere tutto il meta

Mostra altro

Durante la beta l’accesso completo è gratuito per gli utenti registrati.

Legalità

9 formati
StandardNon legale
PioneerLegale
ModernLegale
PremodernNon legale
LegacyLegale
VintageLegale
PauperNon legale
Duel CommanderLegale
cEDHLegale

Storico B/R

Mai bandita o limitata in nessun formato monitorato da Moxou.

Chiarimenti

12
  1. 2021-07-23

    A player may only have one dungeon in the command zone at a time.

  2. 2021-07-23

    Activating the Climb Over ability after a Wall has blocked won't change or undo that block.

  3. 2021-07-23

    Choosing 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.

  4. 2021-07-23

    Dungeon 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.

  5. 2021-07-23

    Dungeons are removed from the game as a state-based action.

  6. 2021-07-23

    If 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.

  7. 2021-07-23

    Moving into a dungeon room will cause its room ability to trigger.

  8. 2021-07-23

    Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

  9. 2021-07-23

    The 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.

  10. 2021-07-23

    The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

  11. 2021-07-23

    To 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.

  12. 2021-07-23

    You can only move forward (well, downward) in a dungeon, never backwards or sideways.

Versioni

2
SetNo.AnnoRaritàArtista
AFRAvventure nei Forgotten Realms2442021Non comuneAndrew Mar
PLSTThe ListMX-992412020Non comuneAndrew Mar

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