Kartenliste
U 0244 – AFR


Drüberklettern — : Eine Mauer deiner Wahl kann in diesem Zug nicht blocken.
Fesseln — , : Eine Kreatur deiner Wahl enttappt nicht während des nächsten Enttappsegments ihres Beherrschers.
Abseilen — , : Wage dich ins Gewölbe. Aktiviere diese Fähigkeit wie eine Hexerei. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.)
Artefakt
Standard
Pionier
Alchemie
Historisch
Zeitlos
Historisches Kartenchaos
- Activating the Climb Over ability after a Wall has blocked won't change or undo that block.
- The Tie Up ability doesn't tap the creature, it just prevents it from untapping if it is already tapped or becomes tapped through some other means.
- 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.