Kartenliste
U 0007 – AFR


Wenn der Klostergargoyle ins Spiel kommt, wage dich ins Gewölbe. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.)
Solange du ein Gewölbe absolviert hast, erhält der Klostergargoyle +3/+0 und hat Flugfähigkeit.
Artefakt
Kreatur
Standard
Pionier
Alchemie
Historisch
Zeitlos
Historisches Kartenchaos
- Cloister Gargoyle's last ability works even if it wasn't on the battlefield when you completed a dungeon.
- 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.
- Moving into a dungeon room will cause its room ability to trigger.