Eccentric Apprentice
Creature — Tiefling Wizard
Deutsch: Exzentrischer Lehrling
Einschätzung
- Commander-Rang
- #11.978 von rund 30.000
- Sieht man selten, obere 40 %
- Preis
- 0,11 €
- Cardmarket
- Seltenheit
- Ungewöhnlich
- AFR 57
Regeltext
Flying
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
2 / 2
Formate
- Commander erlaubt
- Standard nicht dabei
- Pioneer erlaubt
- Modern erlaubt
- Legacy erlaubt
- Vintage erlaubt
- Pauper nicht dabei
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Combos mit dieser Karte
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Radiant Solar+Sefris of the Hidden Ways+Hostage Taker+Eccentric Apprentice
Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite death triggers, Near-infinite lifeloss for all players, Near-infinite creature sacrifice triggers
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Radiant Solar+Sefris of the Hidden Ways+Phantom Steed+Eccentric Apprentice
Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite death triggers, Near-infinite lifeloss for all players, Near-infinite creature sacrifice triggers
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Radiant Solar+Sefris of the Hidden Ways+Fiend Hunter+Eccentric Apprentice
Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite death triggers, Near-infinite lifeloss for all players, Near-infinite creature sacrifice triggers
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Preston, the Vanisher+Delney, Streetwise Lookout+Sefris of the Hidden Ways+Eccentric Apprentice
Cast a subset of spells in your library, Near-infinite +1/+1 counters, Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite Treasure tokens, Near-infinite card draw, Near-infinite colored mana, Near-infinite creature tokens, Near-infinite death triggers, Near-infinite draw triggers, Near-infinite lifegain, Near-infinite lifegain triggers, Near-infinite lifeloss, Near-infinite lifeloss for all players, Near-infinite creature sacrifice triggers, Near-infinite ventures into the dungeon, Return most creature cards from your graveyard onto the battlefield
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Radiant Solar+Sefris of the Hidden Ways+Eccentric Apprentice+All-Fates Stalker
Near-infinite creature LTB, Near-infinite death triggers, Near-infinite lifeloss for all players, Near-infinite creature sacrifice triggers, Near-infinite creature ETB
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Radiant Solar+Sefris of the Hidden Ways+Werefox Bodyguard+Eccentric Apprentice
Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite death triggers, Near-infinite lifeloss for all players, Near-infinite creature sacrifice triggers
Daten von Commander Spellbook
Offizielle Rulings 13
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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.
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A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
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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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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.
