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Rituel

Choisissez l'un —
• Vous la fracassez — Détruisez un artefact ciblé.
• Vous levez la malédiction — Détruisez un enchantement ciblé.
• Vous volez ses yeux — Créez un jeton Trésor et aventurez-vous dans le donjon. (Entrez dans la première pièce ou avancez jusqu'à la pièce suivante.)
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

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.
A player may only have one dungeon in the command zone at a time.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
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.
A player may only have one dungeon in the command zone at a time.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
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