Aprendiz Excêntrica Carta MTG
Custo de mana | |
Custo convertido de mana | 3 |
Raridade | Incomum |
Tipo | Criatura — Tiferino Mago |
Habilidades | Flying,Venture into the dungeon |
Lançamento | 2021-07-23 |
Expansão símbolo | |
Expansão nome | Adventures in the Forgotten Realms |
Expansão código | AFR |
Ataque | 2 |
Defesa | 2 |
Número | 57 |
Frame | 2015 |
Layout | Normal |
Border | Preta |
Ilustrado por | Campbell White |
Principais conclusões
- Apprentice provides card advantage through scrying at upkeep, optimizing upcoming draws for a better game plan.
- Transforms into a mana accelerator, aiding in resource smoothing and enhancing deck performance.
- Complements instant spells by applying aerial pressure and maintaining clear skies for strategic plays.
Onde comprar
Se você deseja comprar um cartão Aprendiz Excêntrica MTG de um conjunto específico como Adventures in the Forgotten Realms, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.
Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.
Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.
Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Aprendiz Excêntrica e outras cartas MTG:
- eBay
- TCG Player
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
Veja produtos de MTG
Texto da carta
Voar Quando Aprendiz Excêntrica entrar no campo de batalha, aventure-se na masmorra. (Entre na primeira sala ou prossiga para a próxima.) No início do combate no seu turno, se você completou uma masmorra, até uma criatura alvo se torna uma Ave com poder e resistência básicos 1/1 e voar até o final do turno.
Card Pros
Card Advantage: Eccentric Apprentice enhances your strategy by allowing you to scry during your upkeep, fine-tuning your draw and providing an edge in getting the exact cards you need for victory.
Resource Acceleration: This card evolves from a simple flier to a potent sorcery-speed accelerator by transforming into an Artifact creature that taps for mana, smoothing out your mana curve and accelerating your gameplay.
Instant Speed: Although not an instant itself, Eccentric Apprentice synergizes well with instant speed spells, as the flying ability helps keep the skies clear, ensuring that your instant interactions are more effective while pressuring your opponent from above.
Card Cons
Discard Requirement: Being forced to discard a card can be a tricky stipulation, especially for players who are clinging to key cards for their strategy. Eccentric Apprentice can put players in an uncomfortable position, making them choose between advancing their board state or holding onto crucial spells for later turns.
Specific Mana Cost: The Apprentice’s casting cost requires blue mana, which can pose a limitation for multicolored decks that might struggle with color consistency. This makes the card less versatile and may require adjustments in the land base or mana-fixing elements to ensure it can be played on curve.
Comparatively High Mana Cost: With its mana cost demanding a somewhat significant investment, players might find it inefficient, particularly when there are alternative creatures or spells that provide similar or better value for less mana. In the fast-paced environment of the game, this can lead to potentially slower starts or missed opportunities for tempo.
Reasons to Include in Your Collection
Versatility: Eccentric Apprentice shines in a range of blue-oriented decks, bringing adaptability to both aggressive and control strategies with its flying capability and scry effect.
Combo Potential: This card pairs well with setups that exploit flicker or enter the battlefield effects, allowing you to maximize the scry ability and maintain a superior board state.
Meta-Relevance: In a game state where tempo plays a critical role, the Eccentric Apprentice can consistently disrupt opponent plays while fortifying your own position, making it an astute choice for the evolving metagame.
How to beat
Eccentric Apprentice is a card that brings a sense of unpredictability to the board in MTG. With its ability to flip the top card of your library and potentially become a powerful flying creature, it is a card that warrants careful consideration when facing it on the battlefield. Unlike static creatures, its dynamic nature can quickly change the tides of a game, making it a card to handle with strategic foresight.
One effective method of countering Eccentric Apprentice is to maintain control over when the card flips. Disruption tactics such as instant-speed removal can be crucial. Cards like Shock or Fatal Push offer a cost-effective means of eliminating the Apprentice before getting too much value. If the Apprentice has already transformed, the best strategy might involve using flying blockers or reach creatures capable of taking it down in combat without having to overcommit resources.
Additionally, it is essential to keep pressure on your opponent’s library manipulation by employing hand disruption or counterspells. Inhibiting your opponent’s ability to set up their library for a successful flip or halting the Apprentice’s initial cast can prevent them from gaining the upper hand and help secure your position in the game.
BurnMana Recommendations
Delving into the nuances of Eccentric Apprentice can augment your MTG gameplay with clever deck manipulation and a touch of mana acceleration. While tuning your strategy and staying a step ahead, it’s critical to weigh the potential discard trade-offs and integrate color consistency for optimal performance. Harnessing the Apprentice’s capabilities requires a careful blend of foresight and adaptability. Want to elevate your command over the skies and refine your approach to the ever-changing metagame? Embark on a journey with us to uncover deeper strategies, exploit the card’s full potential, and seamlessly integrate it into your arsenal for a rewarding MTG experience.
Cartas similares a Aprendiz Excêntrica
Eccentric Apprentice presents an intriguing dynamic to the suite of flying creatures in Magic: The Gathering. It bears a resemblance to other flyers like Skyknight Vanguard, which has an attack-triggered ability to create a 1/1 white Soldier creature token with lifelink. However, Eccentric Apprentice offers a unique combination of flying and a scry ability upon it becoming a day or night-bound card. Unlike Skyknight Vanguard, which supports token generation, the Apprentice caters to deck manipulation and predictability of play.
Comparatively, Mistral Singer is another card with an ability tied to the casting of spells that shares the flying trait. While the Singer gains prowess, increasing its power temporarily upon casting noncreature spells, Eccentric Apprentice’s strength lies in its long-term strategic value through scrying. Another close analog is Faerie Seer, which provides a scry upon entry. Nonetheless, the seer lacks the versatility of changing back and forth between day and night-bound status, making Eccentric Apprentice a more flexible choice in certain deck strategies.
Judging these nuances, Eccentric Apprentice finds its way into many creative MTG flying decks. Its versatility to influence a match at various stages stands out, making it a valuable addition for players who enjoy a more strategic approach to their gameplay.
Cartas semelhantes a Aprendiz Excêntrica por cor, tipo e custo de mana
Legalidades
Magic the Gathering formats where Aprendiz Excêntrica has restrictions
Formato | Legalidade |
---|---|
Historicbrawl | Válida |
Historic | Válida |
Legacy | Válida |
Paupercommander | Restrita |
Oathbreaker | Válida |
Gladiator | Válida |
Pioneer | Válida |
Commander | Válida |
Modern | Válida |
Vintage | Válida |
Duel | Válida |
Explorer | Válida |
Timeless | Válida |
Regras e informações
O guia de referência para regras de cartas de Magic: The Gathering Aprendiz Excêntrica fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.
Data | Texto |
---|---|
2021-07-23 | A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities. |
2021-07-23 | A player may only have one dungeon in the command zone at a time. |
2021-07-23 | 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. |
2021-07-23 | 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. |
2021-07-23 | Dungeons are removed from the game as a state-based action. |
2021-07-23 | Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn. |
2021-07-23 | 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. |
2021-07-23 | Moving into a dungeon room will cause its room ability to trigger. |
2021-07-23 | Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game. |
2021-07-23 | The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters. |
2021-07-23 | 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. |
2021-07-23 | 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. |
2021-07-23 | You can only move forward (well, downward) in a dungeon, never backwards or sideways. |