Displacer Beast
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Magic: The Gathering
Coût de mana
- Type de carte
- Creature — Cat Beast
- Rareté
- Peu commune
- Prix indicatif
- 0,12 € · ★ 0,16 € · 0,23 $ · ★ 0,32 $
- Valeur de mana
- 3
- Force
- 3
- Endurance
- 2
- Couleur
- Bleu
Texte de la carte
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) Displacement — : Return this creature to its owner's hand.
Légalité par format
- BrawlAutorisée
- CommanderAutorisée
- CompetitivebrawlAutorisée
- DuelAutorisée
- GladiatorAutorisée
- HistoricAutorisée
- LegacyAutorisée
- ModernAutorisée
- OathbreakerAutorisée
- PioneerAutorisée
- TimelessAutorisée
- VintageAutorisée
Légalités issues du catalogue importé ; vérifiez les règles du format avant un tournoi.
Données importées le 2026-10-06 (UTC).
Prix indicatifs Scryfall, actualisés quotidiennement. ★ : foil ; ★ E : foil gravé. EUR et USD correspondent à des marchés distincts.
Informations sur cette impression
- Illustration
- Bryan Sola
- Langue de la carte
- English
- Date de sortie
- 2021-07-23
Texte d’ambiance
The only place you can be sure it's not is wherever it appears to be.
Précisions de règles
A player may only have one dungeon in the command zone at a time.
Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
Dungeons are removed from the game as a state-based action.
If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
Moving into a dungeon room will cause its room ability to trigger.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.