Adventures in the Forgotten Realms (afr)

#10 ⸱ Common ⸱ Traditional Chinese
探索者的火炬

Variations

Parts

探索者的火炬

神器 ~武具
佩帶此武具的生物得+1/+1。
每當佩帶此武具的生物攻擊時,深入地城。(進入第一個房間,或前進至下一個房間。)
佩帶:貼附在目標由你操控的生物上。只能於巫術時機佩帶。)

 

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Legalities

Not Legal
Alchemy
Future
Oldschool
Penny
Predh
Premodern
Standard
Standardbrawl
Legal
Brawl
Commander
Duel
Explorer
Gladiator
Historic
Legacy
Modern
Oathbreaker
Pauper
Paupercommander
Pioneer
Timeless
Vintage

Rulings

2021-07-23

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

 

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.

 

2021-07-23

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

 

2021-07-23

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

 

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.

 

2021-07-23

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

 

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.

 

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.

 

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.

 

2021-07-23

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

 

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