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Tomb of Horrors Adventurer PCLB

Other printings of "Tomb of Horrors Adventurer": CLB #100 PCLB #100s CLB #567

Card

id65251
artistIrina Nordsol
artistIds1e4cb52d-476e-4c68-ac87-2e620aede6d4
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityU
colorIndicator
colorsU
defense
duelDeck
edhrecRank5147
edhrecSaltiness0.15
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{5}{U}
manaValue6
nameTomb of Horrors Adventurer
number100s
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power4
printingsCLB, PCLB
promoTypesprerelease, datestamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePCLB
side
signature
sourceProducts{'foil': ['e2efbbd9-3006-5847-acb9-1cd919efe731']}
subsets
subtypesElf, Monk
supertypes
textWhen this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
toughness4
typeCreature — Elf Monk
typesCreature
uuid3b8e4a4d-9d54-5fed-868b-b62141c1462d
variations
watermark
setNameBattle for Baldur's Gate Promos

Identifiers

id65251
cardKingdomEtchedId
cardKingdomFoilId262365
cardKingdomId
cardsphereFoilId88289
cardsphereId
deckboxId67111
mcmId662154
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id4cd1be4c-5f2d-5a5e-80c8-416e466482fb
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId6f9de8d1-03f9-491b-8871-d297a0543de9
scryfallIllustrationId6d401393-8df1-4a1c-8536-58d5a5f00dcd
scryfallOracleId4f429b99-6aca-409f-9d2e-5743d81f1f22
tcgplayerEtchedProductId
tcgplayerProductId274462
uuid3b8e4a4d-9d54-5fed-868b-b62141c1462d

Legalities

id65251
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuid3b8e4a4d-9d54-5fed-868b-b62141c1462d
vintageLegal

Purchase URLs

id65251
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/4d84bb119154fd48
cardmarket
tcgplayerhttps://mtgjson.com/links/3e57a265a31ae68e
tcgplayerEtched
uuid3b8e4a4d-9d54-5fed-868b-b62141c1462d

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.
2022-06-10A resolving copy of a permanent spell becomes a token, so the token isn't “created.” Effects that care about a token being created won't interact with a token that enters the battlefield because the triggered ability copied a permanent spell.
2022-06-10Each of the copies will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal). If there are multiple copies, you may change the targets of each of them to different legal targets.
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 the spell Tomb of Horrors Adventurer copies has an X whose value was determined as it was cast (like Fireball does), the copy has the same value of X.
2022-06-10If the spell Tomb of Horrors Adventurer's ability copies is modal (that is, it has a bulleted list of choices), the copies will have the same mode(s). You can't choose different ones.
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.
2022-06-10The triggered ability will copy the spell that caused it to trigger even if that spell has been countered by the time that ability resolves.
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.
2022-06-10When the triggered ability of Tomb of Horrors Adventurer resolves, it creates one or two copies of a spell. You control each of the copies. Those copies are created on the stack, so they're not “cast.” Abilities that trigger when a player casts a spell won't trigger. The copies will then resolve like normal spells, after players get a chance to cast spells and activate abilities.
2022-06-10You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copies too. For example, if you sacrifice a 3/3 creature to cast Fling and then copy it with Tomb of Horrors Adventurer, each copy of Fling will also deal 3 damage to its target.
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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