Virtue of Persistence
Enchantment

SCH (Store Championships) · #35 · EN
Enchantment // Sorcery — Adventure
Strony karty
Enchantment
Sorcery — Adventure
Wyjaśnienie po polsku
Enchantment // Sorcery — Adventure
Adventure = alternatywna część karty, którą możesz rzucać oddzielnie. Jeśli Adventure rozwiąże się, karta jest wyeksilowana i potem możesz rzucić ją jako permanent z eksilu. Jeśli Adventure nie rozwiąże się lub karta trafi do eksilu innym sposobem, nie dostaniesz tej opcji.
Ogólna zasada: karta z Adventure ma dwie „wersje”: alternatywne cechy Adventure (używane tylko gdy ją rzucasz jako Adventure) oraz normalne cechy karty (używane we wszystkich innych miejscach i sytuacjach). 1) Rzucanie jako Adventure: gdy rzucasz część Adventure karty, traktujesz tę część tak, jakby to był oddzielny czar — używasz wyłącznie alternatywnych cech (nazwa, koszt many, kolor, typy, wartość many). Jeżeli efekt na to pozwala (np. alternatywny koszt), możesz go stosować do Adventure. 2) Co się dzieje po rozwiązaniu: jeżeli Adventure rozwiąże się normalnie, zamiast trafiać do grobu karta jest wyeksilowana; dopóki tam jest, możesz później rzucić z eksilu tę samą fizyczną kartę jako permanent (czyli drugą część karty). 3) Kiedy nie można potem rzucić jako permanent: jeśli Adventure nie rozwiąże się (np. zostanie skontrowane albo jego cele staną się nielegalne), to nie jest wyeksilowane i nie da prawa do późniejszego rzucenia. Również jeśli karta trafi do eksilu z innego powodu niż to wyeksilowanie podczas rozwiązywania się Adventure, nie daje takiego prawa. 4) Kopie i tokeny: jeżeli efekt tworzy kopię karty mającej Adventure, kopia też ma Adventure; ale jeśli ta kopia zmieni strefę i przestanie być kopią (lub jest tokenem i przestanie istnieć), nie będzie można jej rzucić jako Adventure. Kopie zaklęć Adventure wyeksilowane podczas rozwiązywania natychmiast przestają istnieć i nie da się ich potem rzucać jako permanentu. 5) Odniesienia i wybory nazwy: jeśli jakiś efekt każe wybrać nazwę karty, możesz wybrać nazwę alternatywnej części Adventure; przy takim wyborze bierzemy pod uwagę tylko alternatywne cechy. 6) Karta w strefach: karta z Adventure jest kartą-permanentem we wszystkich strefach z wyjątkiem stosu (oraz na stosie, jeśli NIE jest rzucana jako Adventure). W tych miejscach ignoruje się alternatywne cechy i liczy się normalna karta (np. nazwa, kolory, wartość many).
Przykład: Rzucasz część Adventure (Locthwain Scorn). Gdy to zaklęcie rozwiąże się, zamiast iść do grobu karta Virtue of Persistence // Locthwain Scorn zostaje wyeksilowana; potem możesz rzucić ją jako permanent (Cnotę Wytrwałości) z eksilu zgodnie z jej zwykłymi zasadami timingowymi. Jeżeli jednak Locthwain Scorn zostanie skontrowane, nie zostanie wyeksilowane i nie będziesz mógł potem rzucić Cnoty Wytrwałości z eksilu.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
Identyfikatory i rankingi
Market i źródła zewnętrzne
Rulings
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.
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 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.
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.
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 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.
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 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.
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.
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.
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").
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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