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Caves of Chaos Adventurer PCLB

Other printings of "Caves of Chaos Adventurer": CLB #167 PCLB #167p PCLB #167s CLB #579

Card

id65271
artistMarcela Medeiros
artistIds3e5ff401-2d51-459c-88b8-4de5645f5b95
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityR
colorIndicator
colorsR
defense
duelDeck
edhrecRank6033
edhrecSaltiness0.18
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative1
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywordsTrample
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{3}{R}
manaValue4
nameCaves of Chaos Adventurer
number167s
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power5
printingsCLB, PCLB
promoTypesprerelease, datestamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePCLB
side
signature
sourceProducts{'foil': ['e2efbbd9-3006-5847-acb9-1cd919efe731']}
subsets
subtypesHuman, Barbarian
supertypes
textTrample
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
toughness3
typeCreature — Human Barbarian
typesCreature
uuidabaff45f-3405-5d58-aca4-1a27030a0c56
variations0dd88e6e-eb55-50b3-901f-d1be50844032
watermark
setNameBattle for Baldur's Gate Promos

Identifiers

id65271
cardKingdomEtchedId
cardKingdomFoilId262354
cardKingdomId
cardsphereFoilId88241
cardsphereId
deckboxId67128
mcmId662171
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id0de83c30-1330-57fd-94ba-f3d5da75f4ad
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallIde909fe36-e95c-4094-9029-a292a8fcf73a
scryfallIllustrationIde76d2d2e-3c45-478d-91e2-2e0deec9e4ad
scryfallOracleIde4d2dcbb-9910-482e-9e46-dfed2097509b
tcgplayerEtchedProductId
tcgplayerProductId274483
uuidabaff45f-3405-5d58-aca4-1a27030a0c56

Legalities

id65271
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuidabaff45f-3405-5d58-aca4-1a27030a0c56
vintageLegal

Purchase URLs

id65271
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/d866d5a750dfbcc3
cardmarket
tcgplayerhttps://mtgjson.com/links/f03e238f179165b5
tcgplayerEtched
uuidabaff45f-3405-5d58-aca4-1a27030a0c56

Foreign Data (per language)

No foreign data.

Rulings

datetext
2022-06-10A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
2022-06-10Caves of Chaos Adventurer's last ability checks to see if you've completed a dungeon at the time you exile a card. If you haven't completed a dungeon at that time, you can't cast it without paying its mana cost, even if you complete a dungeon later during the same turn.
2022-06-10If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
2022-06-10If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
2022-06-10If you have completed a dungeon when Caves of Chaos Adventurer's last ability resolves, you can only play the exiled card without paying its mana cost. You can't choose to play it normally.
2022-06-10If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
2022-06-10In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
2022-06-10Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
2022-06-10Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
2022-06-10The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
2022-06-10There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
2022-06-10You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.

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