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Rilsa Rael, Kingpin CLB

Other printings of "Rilsa Rael, Kingpin": CLB #293 CLB #439 CLB #550

Card

id18614
artistMicah Epstein
artistIds957ec398-9a5e-4f54-9090-37a06d57b96c
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityB, U
colorIndicator
colorsB, U
defense
duelDeck
edhrecRank6091
edhrecSaltiness0.38
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesetched
flavorName
flavorText
frameEffectslegendary, inverted, etched
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil0
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsDeathtouch
languageEnglish
layoutnormal
leadershipSkills{'brawl': False, 'commander': True, 'oathbreaker': False}
life
loyalty
manaCost{3}{U}{B}
manaValue5
nameRilsa Rael, Kingpin
number550
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power2
printingsCLB
promoTypesboosterfun
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodeCLB
side
signature
sourceProducts{'etched': ['c0fa8d42-016e-51a5-a6cf-d05167da13ba', 'd41e5021-de07-569d-b133-c7e058c2f31b']}
subsets
subtypesHuman, Rogue
supertypesLegendary
textDeathtouch
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
toughness5
typeLegendary Creature — Human Rogue
typesCreature
uuid2574c3b0-27b1-52f7-9a42-535bfd56662b
variationse54aa6cb-c2ca-5371-b167-b49e60b51dc5, 7807cb4c-ee3e-5307-8334-94c2d2be3431
watermark
setNameCommander Legends: Battle for Baldur's Gate

Identifiers

id18614
cardKingdomEtchedId260867
cardKingdomFoilId
cardKingdomId
cardsphereFoilId89629
cardsphereId
deckboxId65705
mcmId660064
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id514ffa6a-6117-5e4d-8b69-052f799f7908
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallIdc909c8d2-72c3-40b5-a74c-e78b0e8fceda
scryfallIllustrationId0251a823-27d2-4c4e-9c85-da0bdcb97184
scryfallOracleId57f6a8c2-9d84-4640-9b92-8b8611e05773
tcgplayerEtchedProductId272694
tcgplayerProductId
uuid2574c3b0-27b1-52f7-9a42-535bfd56662b

Legalities

id18614
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuid2574c3b0-27b1-52f7-9a42-535bfd56662b
vintageLegal

Purchase URLs

id18614
cardKingdom
cardKingdomEtchedhttps://mtgjson.com/links/1fe607c5b1fc0aac
cardKingdomFoil
cardmarket
tcgplayer
tcgplayerEtchedhttps://mtgjson.com/links/0fb9981f7f2ef5fb
uuid2574c3b0-27b1-52f7-9a42-535bfd56662b

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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