艾利薇鼓琴

傳奇鵬洛客 ~艾利薇

+1:深入地城。
−2:檢視你牌庫頂的六張牌。你可以展示其中的一張生物牌,並將它置於你手上。如果它是傳奇,則你獲得3點生命。將其餘的牌以隨機順序置於你的牌庫底。
−7:你獲得具有以下異能的徽記~「由你操控的生物具有踐踏與敏捷異能,且你完成過的地城中每有一個不同名稱便得+2/+2。」
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

A player may only have one dungeon in the command zone at a time.
The emblem grants trample and haste even if you haven't completed a dungeon.
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.
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.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
Dungeons are removed from the game as a state-based action.
Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Moving into a dungeon room will cause its room ability to trigger.
A player may only have one dungeon in the command zone at a time.
The emblem grants trample and haste even if you haven't completed a dungeon.
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.
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.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
Dungeons are removed from the game as a state-based action.
Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Moving into a dungeon room will cause its room ability to trigger.
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Value
0.98€


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