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Pollen-Shield Hare // Hare Raising

PWOE (Wilds of Eldraine Promos) · #233p · EN

Pollen-Shield Hare // Hare Raising

Creature — Rabbit // Sorcery — Adventure

She can drive off any threat, from owl to hunter to Phyrexian monster.
RzadkośćRare
PLN regular1,62 zł
PLN foil2,58 zł
PLN etched—

Pollen-Shield Hare

Creature — Rabbit

Creature tokens you control get +1/+1.

Hare Raising

Sorcery — Adventure

Target creature you control gains vigilance and gets +X/+X until end of turn, where X is the number of creatures you control.

Pollen-Shield Hare // Hare Raising

Creature — Rabbit // Sorcery — Adventure

(Brak oryginalnego Oracle podanego przez użytkownika)

Jak działa karta?

Hare Raising (Adventure) daje twoim stworzeniom +X/+X, gdzie X to liczba stworzeń, które kontrolowałeś, gdy zaklęcie rozwiązało się. X ustalane jest tylko raz. Jeśli zagrasz Adventure i rozwiąże się, karta zostanie wyeksilowana i możesz potem rzucić z niej stworzenie (Pollen-Shield Hare) z eksilu zgodnie z normalnymi zasadami timingowymi.

Ogólna budowa karty: to karta z mechaniką Adventure. Lewa połowa to stworzenie — Pollen-Shield Hare, prawa połowa to czar (Adventure) — Hare Raising. Możesz rzucić albo stworzenie normalnie, albo najpierw rzucić część Adventure (Hare Raising) jako zaklęcie (sorcery). Jeśli rzucisz Hare Raising jako Adventure i zaklęcie rozwiąże się, zamiast trafiać do grobu karta zostanie wyeksilowana; przez jakiś czas (zwykle do końca gry, o ile nic innego nie zrobi) możesz później rzucić z eksilu jej część będącą stworzeniem (Pollen-Shield Hare) jako permanent, przestrzegając normalnych zasad timingowych (głównie w swojej głównej fazie, kiedy stos jest pusty). Szczegóły działania Hare Raising: kiedy rzucasz Hare Raising, musisz określić wartość X równą liczbie stworzeń, które kontrolujesz w tym momencie. Wartość X jest ustalana tylko raz, gdy zaklęcie rozwiązuje się. Gdy Hare Raising rozwiąże się, daje wszyt-kim stworzeniom, które wtedy kontrolujesz, +X/+X do końca tury, gdzie X to właśnie ta ustalona wartość. Jeśli liczba stworzeń zmieni się po rozwiązaniu (np. stracisz albo zyskasz stworzenia), nie zmienia to przyznanego bonusa. Ważne uwagi z rulingów: - Jeżeli efekt wymaga wybrania nazwy karty, możesz wybrać nazwę alternatywną (Hare Raising). Przy ocenie, czy to poprawny wybór, patrzysz tylko na cechy Adventure. - Karta będąca Adventure jest traktowana jako karta permanentna we wszystkich strefach poza stosem (a także na stosie, jeśli nie została odpalona jako Adventure). W tych przypadkach ignorujesz cechy alternatywne Adventure (czyli w grobie karta jest normalnym stworzeniem o swoich zwykłych cechach). - Jeśli Adventure zostanie wyeksilowany z innego powodu niż wyeksilowanie samego siebie podczas rozwiązywania, nie daje to pozwolenia na rzucenie jej części będącej stworzeniem. - Jeżeli zaklęcie Adventure opuści stos w inny sposób niż przez rozwiązywanie (np. zostanie anulowane), karta nie trafi do exilu i nie będziesz mógł później rzucić z niej permanentu.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Kontrolujesz 3 stworzenia i zagrasz Hare Raising jako Adventure. Przy rozwiązywaniu ustalasz X = 3. Gdy zaklęcie rozwiąże się, wszystkie stworzenia, które wtedy kontrolujesz, dostają +3/+3 do końca tury. Jeśli po rozwiązaniu zabijesz jedno ze swoich stworzeń, wcześniej przyznany +3/+3 nie zmieni się dla pozostałych stworzeń.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Wilds of Eldraine Promos (PWOE)
Data wydania
2023-09-08
Rzadkość
Rare
Artysta
Olena Richards
Mana value
2
Mana cost
{1}{W} // {G}
Power / Toughness
2 / 2
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
0a4b729d-5aad-43e0-a063-4bb3927ae7af
Oracle ID
3ef02f2b-b611-40c3-a1d5-8b34989643cf
Słowa kluczowe
—
Tożsamość kolorów
{G}{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper
Cechy wydruku
Promo, Reprint
Efekty ramki
—
Typ promocji
promopack, stamped
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
7 768
Penny rank
5 964
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
514339
Cardmarket ID
730769
Illustration ID
1e527402-3f66-4f64-a269-d0f80ff1e66c
Status obrazu
highres_scan

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can't be the target of Tenacious Tomeseeker's triggered ability ("return target instant or sorcery card from your graveyard to your hand").

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library.") and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

The value of X is determined only once, as Hare Raising resolves. If the number of creatures you control changes after that time, it won't change the bonus granted.

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

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