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Magic: The Gathering · Commander Legends: Battle for Baldur's Gate · Rare

Tomb of Horrors Adventurer

Creature — Elf Monk

$0.38

Market price

$0.39

Foil

2

Public decks

Tomb of Horrors Adventurer
$0.38$0.39
Buy @ TCGPlayerBuy @ Card Kingdom
ScryfallEDHREC

Rules Text

When 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.)

Card Facts

Mana value
6
Power / Toughness
4 / 4
Colors
Color identity
EDHREC rank
#6,298
Rarity
Rare
Related cards
Undercity // The InitiativeHelperUndercity // The InitiativeCopyTokenCopy

Legality

Commander

Legal

Duel Commander

Legal

Legacy

Legal

Oathbreaker

Legal

Vintage

Legal

Alchemy

Not legal

Brawl

Not legal

Competitive Brawl

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Modern

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Penny Dreadful

Not legal

Pioneer

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

TLR

Not legal

Rulings

  1. Jun 10, 2022 · Wizards of the Coast

    When 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.

  2. Jun 10, 2022 · Wizards of the Coast

    The triggered ability will copy the spell that caused it to trigger even if that spell has been countered by the time that ability resolves.

  3. Jun 10, 2022 · Wizards of the Coast

    Each 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.

  4. Jun 10, 2022 · Wizards of the Coast

    If 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.

  5. Jun 10, 2022 · Wizards of the Coast

    If 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.

  6. Jun 10, 2022 · Wizards of the Coast

    You 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.

  7. Jun 10, 2022 · Wizards of the Coast

    A 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.

  8. Jun 10, 2022 · Wizards of the Coast

    The 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.

  9. Jun 10, 2022 · Wizards of the Coast

    There 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.

  10. Jun 10, 2022 · Wizards of the Coast

    Only 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.

  11. Jun 10, 2022 · Wizards of the Coast

    A 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.

  12. Jun 10, 2022 · Wizards of the Coast

    If 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.

  13. Jun 10, 2022 · Wizards of the Coast

    In 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.

  14. Jun 10, 2022 · Wizards of the Coast

    You 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.

  15. Jun 10, 2022 · Wizards of the Coast

    Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.

  16. Jun 10, 2022 · Wizards of the Coast

    If 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).

  17. Jun 10, 2022 · Wizards of the Coast

    If 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.

Printings

Every version

Each printing we have of this card; pick one to see its price and set.


3 printings
Battle for Baldur's Gate Promos
Battle for Baldur's Gate PromosPCLB · $1.94
Commander Legends: Battle for Baldur's Gate
Commander Legends: Battle for Baldur's GateCLB · $0.36
Commander Legends: Battle for Baldur's Gate
Commander Legends: Battle for Baldur's GateCLB · $0.38
Community

Decks using this card

2 public decks run Tomb of Horrors Adventurer.


LCNConstructed

Commander Cube

BA
BazMiltonFelix10 hours ago
600
MTGCommanderB4

Tu es tombé dans mon piege Yu-Gi

SE
SeliSelo3 months ago
500