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Trailblazer's Torch magic the gathering card art
Commander Legends: Battle for Baldur's Gate (clb)
#340 • common • English • Foil

Trailblazer's Torch
4

Artifact — Equipment

When this Equipment enters, you take the initiative.

Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it.

Equip
1
(
1
: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Ioannis Fiore
Links
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Legalities
Not Legal
standard
Not Legal
future
Not Legal
historic
Not Legal
timeless
Not Legal
gladiator
Not Legal
pioneer
Not Legal
Modern
Legal
Legacy
Legal
pauper
Legal
vintage
Not Legal
Penny
Legal
Commander
Legal
Oath Breaker
Not Legal
Standard Brawl
Not Legal
brawl
Not Legal
alchemy
Legal
Pauper EDH
Legal
duel
Not Legal
Old School
Not Legal
Pre-Modern
Not Legal
PreDH
Rulings
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.
2022-06-10 • wotc
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.
2022-06-10 • wotc
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.
2022-06-10 • wotc
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.
2022-06-10 • wotc
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.
2022-06-10 • wotc
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.
2022-06-10 • wotc
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.
2022-06-10 • wotc
Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.
2022-06-10 • wotc
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).
2022-06-10 • wotc
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.
2022-06-10 • wotc


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