Ellywick Purzelklimper (Ellywick Tumblestrum)
Über diese Karte
Ellywick Purzelklimper ist eine Karte vom Typ Planeswalker aus Magic: The Gathering mit Manabetrag 4 (Farbidentität: Grün). Erstmals gedruckt in Adventures in the Forgotten Realms Promos (2021); insgesamt 5 Papierversionen. Legal in Commander, Pioneer, Modern, Legacy und Vintage. Günstigste Version: 0,78 € (Adventures in the Forgotten Realms); teuerste: 1,72 € (Adventures in the Forgotten Realms Promos).
Ellywick Purzelklimper 


−2: Schaue dir die obersten sechs Karten deiner Bibliothek an. Du kannst davon eine Kreaturenkarte offen vorzeigen und auf deine Hand nehmen. Falls sie legendär ist, erhältst du 3 Lebenspunkte dazu. Lege den Rest in zufälliger Reihenfolge unter deine Bibliothek.
−7: Du erhältst ein Emblem mit „Kreaturen, die du kontrollierst, verursachen Trampelschaden, haben Eile und erhalten +2/+2 für jedes Gewölbe mit unterschiedlichem Namen, das du absolviert hast."
Regeltext (Oracle, Englisch)
−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Name in jeder Sprache
Legalität
Regelhinweise (auf Englisch)
2021-07-23
Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.
2021-07-23
The emblem grants trample and haste even if you haven't completed a dungeon.
2021-07-23
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
Moving into a dungeon room will cause its room ability to trigger.
2021-07-23
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23
A player may only have one dungeon in the command zone at a time.
2021-07-23
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
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
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23
Dungeons are removed from the game as a state-based action.
2021-07-23
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
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.
Drucke (5)




