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銀月街のレンジャー、ヴェイリス
銀月街のレンジャー、ヴェイリス
/ 1GG
伝説のクリーチャー — 人間・エルフ・レインジャー
到達、護法
あなたがクリーチャーやプレインズウォーカーである呪文を唱えるたび、ダンジョン探索をする。この能力は、毎ターン1回しか誘発しない。(ダンジョン探索をするとは、最初の部屋へ入るか、次の部屋へ進むことである。)
あなたがダンジョンを踏破するたび、緑の2/2の狼・クリーチャー・トークン1体を生成する。
3 / 3
銀月街のレンジャー、ヴェイリス
/ 1GG
伝説のクリーチャー — 人間・エルフ・レインジャー
到達、護法
あなたがクリーチャーやプレインズウォーカーである呪文を唱えるたび、ダンジョン探索をする。この能力は、毎ターン1回しか誘発しない。(ダンジョン探索をするとは、最初の部屋へ入るか、次の部屋へ進むことである。)
あなたがダンジョンを踏破するたび、緑の2/2の狼・クリーチャー・トークン1体を生成する。
3 / 3
フォーマット
スタンダード : 不可パイオニア : 可能モダン : 可能レガシー : 可能ヴィンテージ : 可能パウパー : 不可統率者戦 : 可能
デジタル専用フォーマット
アルケミー : 不可エクスプローラー : 可能ヒストリック : 可能タイムレス : 可能
カード裁定
2021/07/23
原文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
原文Moving into a dungeon room will cause its room ability to trigger.

2021/07/23
原文Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

2021/07/23
原文A player may only have one dungeon in the command zone at a time.

2021/07/23
原文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
原文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
原文You can only move forward (well, downward) in a dungeon, never backwards or sideways.

2021/07/23
原文Dungeons are removed from the game as a state-based action.

2021/07/23
原文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
原文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
原文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
原文Moving into a dungeon room will cause its room ability to trigger.

2021/07/23
原文Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

2021/07/23
原文A player may only have one dungeon in the command zone at a time.

2021/07/23
原文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
原文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
原文You can only move forward (well, downward) in a dungeon, never backwards or sideways.

2021/07/23
原文Dungeons are removed from the game as a state-based action.

2021/07/23
原文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
原文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
原文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.

data from gatherer