Apprendista Eccentrica

Eccentric Apprentice
D&D: Avventure nei Forgotten Realms
#057
Apprendista Eccentrica Card BackApprendista Eccentrica Card Front
Prezzo Min CT
Prezzo di Mercato CT
Prezzo di Mercato US
$0.05
TIPO
Creatura — Mago Tiefling

ABILITÀ
Volare Quando l'Apprendista Eccentrica entra nel campo di battaglia, esplora il dungeon. (Entra nella prima stanza o avanza a quella successiva.) All'inizio del combattimento nel tuo turno, se hai completato un dungeon, fino a una creatura bersaglio diventa un Uccello con forza e costituzione base 1/1 e volare fino alla fine del turno.

FORZA/COSTITUZIONE
2/2

ILLUSTRATORE
Campbell White

LEGALITÀ
Standard Future Historic Timeless Gladiator Pioneer Explorer Modern Legacy Pauper Vintage Penny Commander Oathbreaker Standardbrawl Brawl Alchemy Paupercommander Duel Oldschool Premodern Predh

LINGUE
EN FR DE IT JP KR PT RU ES ZH-CN ZH-TW

REGOLE
  • 2021-07-23 Dungeons are removed from the game as a state-based action.
  • 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 A player may only have one dungeon in the command zone at a time.
  • 2021-07-23 You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • 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 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 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 Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • 2021-07-23 Moving into a dungeon room will cause its room ability to trigger.
  • 2021-07-23 Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn.
  • 2021-07-23 A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
  • 2021-07-23 The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
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