실버리문 레인저, 바리스

Variations : 1

Parts

실버리문 레인저, 바리스

전설적 생물 — 인간 엘프 레인저
3 / 3
대공, 보호진
당신이 생물 또는 플레인즈워커 주문을 발동할 때마다, 던전에 진입한다. 이 능력은 한 턴에 한 번만 격발한다.
당신이 던전을 완료할 때마다, 2/2 녹색 늑대 생물 토큰 한 개를 만든다.

 

 

 

Legalities

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

Rulings

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

If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.

 

2021-07-23

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

 

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

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

 

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

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

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

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

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

 

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

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

 

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

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

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

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

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

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings