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Tomb of Horrors Adventurer — Battle for Baldur's Gate Promos

Tomb of Horrors Adventurer

PCLB · Battle for Baldur's Gate Promos #100s · Rare · released 2022-06-10

{5}{U}
Creature — Elf Monk
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.)

Tomb of Horrors Adventurer is a rare blue creature from Battle for Baldur's Gate Promos (2022). It has been printed 3 times across 2 sets. Recent market prices range from $0.36 to $1.94 depending on printing and finish. It is legal in Legacy, Vintage, Commander and Oathbreaker.

USD Foil$1.94
IllustratorIrina Nordsol
LanguageEN
Layoutnormal
ScryfallView

Format legality

Where you can play Tomb of Horrors Adventurer in sanctioned and popular formats.

All printings (3)

Prices range from $0.36 to $1.94 across finishes. Cheapest printing: Commander Legends: Battle for Baldur's Gate at $0.36.

SetNo.RarityPriceFoil
Battle for Baldur's Gate Promos This page100sRare—$1.94
Commander Legends: Battle for Baldur's Gate567Rare$0.43$0.39
Commander Legends: Battle for Baldur's Gate100Rare$0.36$0.36

More from Battle for Baldur's Gate Promos

See all 104 cards in Battle for Baldur's Gate Promos →

Rulings

Official rulings from Wizards of the Coast (17).

  • 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.
  • 2022-06-10The triggered ability will copy the spell that caused it to trigger even if that spell has been countered by the time that ability resolves.
  • 2022-06-10Each 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 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 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.
  • 2022-06-10You 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.
  • 2022-06-10A 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.
  • 2022-06-10The 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.
  • 2022-06-10There 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.
  • 2022-06-10Only 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.
  • 2022-06-10A 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.
  • 2022-06-10If 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.
  • 2022-06-10In 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.
  • 2022-06-10You 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.
  • 2022-06-10Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
  • 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.

Frequently asked questions

Is Tomb of Horrors Adventurer legal in Commander?
Yes — Tomb of Horrors Adventurer is legal in Commander (EDH).
What formats is Tomb of Horrors Adventurer legal in?
Tomb of Horrors Adventurer is legal in Legacy, Vintage, Commander and Oathbreaker.
How many times has Tomb of Horrors Adventurer been printed?
Tomb of Horrors Adventurer has been printed 3 times across 2 sets.
What is the cheapest printing of Tomb of Horrors Adventurer?
The cheapest printing is Commander Legends: Battle for Baldur's Gate (#100) at about $0.36.
Who illustrated Tomb of Horrors Adventurer?
This printing of Tomb of Horrors Adventurer was illustrated by Irina Nordsol.