Sylvan Shepherd

Sylvan Shepherd

Creature — Human Druid2/3

Testo oracle (EN)

Creature — Human Druid

Vigilance Whenever this creature attacks, roll a d20. 1—9 | You gain 1 life. 10—19 | You gain 2 life. 20 | You gain 5 life.

Dettagli della stampa

Set
HBG · 224
Rarità
Comune
Lingua
EN
Artista
Darrell Riche
Uscita
2022-07-07
Prezzi
– · –

Andamento del prezzo

Ancora nessuno storico dei prezzi per questa stampa.

Prezzi

FonteNormaleFoil
CardmarketNessuna offerta
CardTrader (EN)Nessuna offerta
CardTrader (tutte le lingue)Nessuna offerta

Legalità

  • standard Non legale
  • pioneer Legale
  • modern Legale
  • legacy Legale
  • vintage Legale
  • commander Legale
  • pauper Legale
  • alchemy Non legale
  • brawl Legale
  • competitivebrawl Legale
  • duel Legale
  • future Non legale
  • gladiator Legale
  • historic Legale
  • oathbreaker Legale
  • oldschool Non legale
  • paupercommander Legale
  • penny Non legale
  • predh Non legale
  • premodern Non legale
  • standardbrawl Non legale
  • timeless Legale
  • tlr Legale

Ruling

  • 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.

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

  • 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.

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

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

  • 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.

  • 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.

  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

  • 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.

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

Stampe

12 stampe

SetN.RaritàLinguaEURUSDCMCT
HBG(Stampa mostrata)224ComuneEN––––
AFR206ComuneRU––0,02 €–
AFR206ComuneZHT––0,02 €–
AFR206ComuneJA––0,02 €0,19 €
AFR206ComuneKO––0,02 €–
AFR206ComuneFR––0,02 €0,19 €
AFR206ComuneDE––0,02 €0,18 €
AFR206ComuneES––0,02 €0,11 €
AFR206ComuneIT––0,02 €0,11 €
AFR206ComuneZHS––0,02 €–
AFR206ComuneEN0,06 €0,15 USD0,02 €0,11 €
AFR206ComunePT––0,02 €–

Dati e immagini delle carte da Scryfall. Prezzi da Cardmarket e CardTrader.

Tapped è contenuto non ufficiale creato dai fan, consentito dalla Fan Content Policy di Wizards of the Coast. Non è approvato né sostenuto da Wizards. Parte del materiale utilizzato è proprietà di Wizards of the Coast. ©Wizards of the Coast LLC.

Privacy Proponi un'idea

Scorciatoie da tastiera

/
Vai alla barra di ricerca
j↓
Carta successiva
k↑
Carta precedente
Invio
Apri la carta selezionata
v
Cambia vista (divisa, griglia, testo)
←→
Pagina precedente / successiva
Esc
Esci dalla barra; dalla carta, torna ai risultati
?
Mostra questo elenco