古怪學徒 

Eccentric Apprentice
生物 ~魔人/魔法師2/2
Stampata (ZHT)
生物 ~魔人/魔法師
飛行 當古怪學徒進戰場時,深入地城。(進入第一個房間,或前進至下一個房間。) 在你回合的戰鬥開始時,若你完成過地城,則直到回合結束,至多一個目標生物成為基礎力量與防禦力為1/1,具飛行異能的鳥。
Testo oracle (EN)
Creature — Tiefling Wizard
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.
Dettagli della stampa
- Set
- AFR · 57
- Rarità
- Non comune
- Lingua
- ZHT
- Artista
- Campbell White
- Uscita
- 2021-07-23
- Prezzi
- – · –
Andamento del prezzo
La tendenza compare con almeno 7 giorni di storico.
- Cardmarket, trend
Lo storico parte dal 28 ottobre 2026 e si allunga ogni giorno.
Mostra i dati
| Data | Cardmarket, trend |
|---|---|
| 2 novembre 2026 | 0,11 € |
| 31 ottobre 2026 | 0,13 € |
| 30 ottobre 2026 | 0,11 € |
| 29 ottobre 2026 | 0,12 € |
| 28 ottobre 2026 | 0,10 € |
Prezzi
| Fonte | Normale | Foil |
|---|---|---|
| Cardmarket | minimo – trend 0,11 € media 30 gg 0,11 € | minimo – trend 0,19 € media 30 gg 0,22 € |
| CardTrader (ZHT) | Nessuna offerta | |
| CardTrader (tutte le lingue) | NM da 0,11 € | NM da 0,11 € |
Cardmarket aggiornato il 2 nov 2026 · CardTrader aggiornato il 2 nov 2026
Compra e consulta
Legalità
- standard Non legale
- pioneer Legale
- modern Legale
- legacy Legale
- vintage Legale
- commander Legale
- pauper Non legale
- alchemy Non legale
- brawl Legale
- competitivebrawl Legale
- duel Legale
- future Non legale
- gladiator Legale
- historic Legale
- oathbreaker Legale
- oldschool Non legale
- paupercommander Non legale
- penny Non legale
- predh Non legale
- premodern Non legale
- standardbrawl Non legale
- timeless Legale
- tlr Legale
Ruling
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Dungeons are removed from the game as a state-based action.
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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.
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A player may only have one dungeon in the command zone at a time.
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You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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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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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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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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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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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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Moving into a dungeon room will cause its room ability to trigger.
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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.