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Ravenloft Adventurer PCLB

Other printings of "Ravenloft Adventurer": CLB #142 PCLB #142s CLB #577

Card

id65265
artistJodie Muir
artistIdsb09e6cd1-0257-425a-9bbb-5cac3f803443
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityB
colorIndicator
colorsB
defense
duelDeck
edhrecRank4488
edhrecSaltiness0.29
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{3}{B}
manaValue4
nameRavenloft Adventurer
number142s
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power3
printingsCLB, PCLB
promoTypesprerelease, datestamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePCLB
side
signature
sourceProducts{'foil': ['e2efbbd9-3006-5847-acb9-1cd919efe731']}
subsets
subtypesHuman, Rogue, Assassin
supertypes
textWhen this creature enters, you take the initiative.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
toughness4
typeCreature — Human Rogue Assassin
typesCreature
uuiddd47854c-6f4d-505d-a080-fce26ff4b4eb
variations
watermark
setNameBattle for Baldur's Gate Promos

Identifiers

id65265
cardKingdomEtchedId
cardKingdomFoilId262388
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId662167
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id19abbf42-c7d7-5b2c-a490-69f12cd37a06
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId47a6569e-ab96-4c84-8985-57769be3cc35
scryfallIllustrationId1bd19d78-1e6a-4f5a-a6fd-2ba53935470e
scryfallOracleId1822f924-51ba-4f81-92cc-6c5d741a33f9
tcgplayerEtchedProductId
tcgplayerProductId274479
uuiddd47854c-6f4d-505d-a080-fce26ff4b4eb

Legalities

id65265
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuiddd47854c-6f4d-505d-a080-fce26ff4b4eb
vintageLegal

Purchase URLs

id65265
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/68ffeb31dc63d7ca
cardmarket
tcgplayerhttps://mtgjson.com/links/16343e1000702f3a
tcgplayerEtched
uuiddd47854c-6f4d-505d-a080-fce26ff4b4eb

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.
2022-06-10If 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’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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