Fly
Enchantment — Aura
Deutsch: Fliegen
Einschätzung
- Commander-Rang
- #9.342 von rund 30.000
- Kommt gelegentlich vor, obere 31 %
- Preis
- 0,13 €
- Cardmarket
- Seltenheit
- Ungewöhnlich
- AFR 59
Regeltext
Enchant creature
Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Formate
- Commander erlaubt
- Standard nicht dabei
- Pioneer erlaubt
- Modern erlaubt
- Legacy erlaubt
- Vintage erlaubt
- Pauper nicht dabei
Als Proxy drucken
Fertige PDF-Datei in echten 63 × 88 mm mit Schnittmarken, 9 Karten pro A4-Seite. Zum Testen eines Decks, bevor man die Karte kauft.
Combos mit dieser Karte
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Blowfly Infestation+Nest of Scarabs
Infinite death triggers, Infinite creature ETB, Infinite creature LTB
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Blowfly Infestation+Flourishing Defenses
Infinite creature ETB, Infinite creature LTB, Infinite death triggers
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Blowfly Infestation+Hapatra, Vizier of Poisons
Infinite death triggers, Infinite creature ETB, Infinite creature LTB
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Carnifex Demon+Nest of Scarabs+Blowfly Infestation+Phyrexian Altar
Infinite -1/-1 counters on all other creatures, Infinite death triggers, Infinite creature ETB, Infinite creature LTB, Infinite creature sacrifice triggers
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Kitsa, Otterball Elite+Flying Crane Technique
Infinite untap of creatures you control, Infinite mana creatures you control can produce, Infinite magecraft triggers
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Kiki-Jiki, Mirror Breaker+Giant-Sized Flying Ant
Infinite creature ETB, Infinite creature LTB, Infinite creature tokens with haste, Infinite death triggers, Infinite creature sacrifice triggers
Daten von Commander Spellbook
Offizielle Rulings 10
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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.
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Moving into a dungeon room will cause its room ability to trigger.
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Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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A player may only have one dungeon in the command zone at a time.
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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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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.
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You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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Dungeons are removed from the game as a state-based action.
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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.
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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.
