The Initiative // Undercity -
Extras: Commander Legends: Battle for Baldur's Gate, # 20
- This is the only printing of this card.



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Formats Standard: NotLegal Pioneer: NotLegal Modern: NotLegal Legacy: Legal Vintage: Legal Commander: Legal Brawl: NotLegal Draft: Legal Cube: Legal Tiny Leaders: Legal Pauper: Legal Singleton: Legal Premodern: NotLegal Oathbreaker: Legal Fat Stack: Legal Prismatic: Legal Vanguard: Legal Historic: NotLegal Other: Legal
Rules Whenever one or more creatures a palyer controls deal combat damage to you, that player takes the initiative.
Whenever you take the initiative and at the beginning of your upkeep, venture into Undercity. (If you're in a dungeon, advance to the next room. If you're not, enter Undercity. You can take the initiative even if you already have it.)
//
(You can't enter this dungeon unless you "venture into Undercity".)
Secret Entrance — Search your library for a basic land card, reveal it, put it into your hand, then shuffle (Leads to: Forge, Lost Well)
Forge — Put two +1/+1 counters on target creature. (Leads to: Trap!, Arena)
Lost Well — Scry 2. (Leads to: Arena, Stash)
Trap! — Target player loses 5 life. (Leads to: Archives)
Arena — Goad target creature. (Leads to: Archives, Catacombs)
Stash — Create a Treasure token. (Leads to: Catacombs)
Archives — Draw a card. (Leads to: Throne of the Dead Three)
Catacombs — Create a 4/1 black Skeleton creature token with menace. (Leads to: Throne of the Dead Three)
Throne of the Dead Three — Reveal the top ten cards of your library. Put a creature card from among them onto the battlefield with three +1/+1 counters on it. It gains hexproof until your next turn. Then shuffle.
Type Card // Dungeon - Undercity
Links Scryfall

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