Varis, explorador de Luna Plateada (Varis, Silverymoon Ranger)
Sobre esta carta
Varis, explorador de Luna Plateada es una carta de tipo criatura de Magic: The Gathering con valor de maná 3 (identidad de color: verde). Primera impresión: Adventures in the Forgotten Realms Promos (2021); 5 versiones en papel en total. Puede usarse como Commander. Legal en Commander, Pioneer, Modern, Legacy y Vintage. Versión más barata: 0,24 € (Adventures in the Forgotten Realms); la más cara: 0,37 € (Adventures in the Forgotten Realms Promos).
Varis, explorador de Luna Plateada 


Siempre que lances un hechizo de criatura o de planeswalker, adéntrate en la mazmorra. Esta habilidad solo se dispara una vez cada turno.
Siempre que completes una mazmorra, crea una ficha de criatura Lobo verde 2/2.
Texto de reglas (Oracle, inglés)
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
Nombre en cada idioma
Legalidad
Aclaraciones de reglas (en inglés)
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
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
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.
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
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.
Impresiones (5)





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