Varis, Silverymoon Ranger (Adventures in the Forgotten Realms #209)

실버리문 레인저, 바리스 {1}{G}{G}

전설적 생물 — 인간 엘프 레인저

대공, 보호진 {1}

당신이 생물 또는 플레인즈워커 주문을 발동할 때마다, 던전에 진입한다. 이 능력은 한 턴에 한 번만 격발한다. (던전에 진입하려면, 첫 번째 방에 들어가거나 다음 방으로 전진한다.)

당신이 던전을 완료할 때마다, 2/2 녹색 늑대 생물 토큰 한 개를 만든다.

3/3

Illustrated by Jesper Ejsing

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for 실버리문 레인저, 바리스:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • 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)
  • 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)
  • 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. (2021-07-23)