Exzentrischer Lehrling

Eccentric Apprentice
D&D: Abentuer in der Forgotten Realms
#057
Exzentrischer Lehrling KartenrückseiteExzentrischer Lehrling Kartenvorderseite
CT-Mindestpreis
—
CT-Marktpreis
—
US-Marktpreis
€0.24
TYP
Kreatur — Tiefling, Zauberer

FÄHIGKEIT
Fliegend Wenn der Exzentrische Lehrling ins Spiel kommt, wage dich ins Gewölbe. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.) Zu Beginn des Kampfes in deinem Zug und falls du ein Gewölbe absolviert hast, wird bis zu eine Kreatur deiner Wahl bis zum Ende des Zuges zu einem Vogel mit Basis-Stärke und -Widerstandskraft 1/1 und Flugfähigkeit.

STÄRKE/WIDERSTANDSKRAFT
2/2

ILLUSTRATOR
Campbell White

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

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

REGELENTSCHEIDUNGEN
  • 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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