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Ellywick Tumblestrum

Magic: The GatheringMagic Online Promos#92756

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Magic: The Gathering

Coût de mana

Magic Online PromosPRM · #92756
Type de carte
Legendary Planeswalker — Ellywick
Rareté
Rare mythique
Prix indicatif
Prix indisponible
Valeur de mana
4
Loyauté
4
Couleur
Vert

Texte de la carte

[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.) [−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order. [−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."

Légalité par format

  • BrawlAutorisée
  • CommanderAutorisée
  • DuelAutorisée
  • GladiatorAutorisée
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  • LegacyAutorisée
  • ModernAutorisée
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  • 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
Steve Prescott
Langue de la carte
English
Date de sortie
2002-06-24

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.

Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.

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 emblem grants trample and haste even if you haven't completed a dungeon.

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.

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