Reaper of Night
Creature — Specter

ELD (Throne of Eldraine) · #289 · EN
Creature — Specter // Sorcery — Adventure
Strony karty
Creature — Specter
Sorcery — Adventure
Wyjaśnienie po polsku
Stworzenie — Widmo // Zaklęcie — Przygoda
To karta z częścią Adventure: Harvest Fear to zaklęcie, które gdy rozwiąże się jako Adventure, wygnie kartę i pozwala potem rzucić Reaper of Night ze strefy wygnania jako permanent. Reaper of Night przy ataku sprawdza liczbę kart w ręce broniącego się gracza przy wyzwalaniu i przy rozwiązywaniu; jeśli wtedy ma mniej niż 3, Reaper zyskuje flying do końca tury.
Reaper of Night // Harvest Fear to karta typu podwójnego: Creature — Specter na górze i Sorcery — Adventure (Harvest Fear) jako przygoda. Główne punkty działania wynikające z Oracle i rulings:
- Reaper of Night (stworzenie): ma zdolność wyzwalaną przy ataku, która sprawdza liczbę kart w ręce broniącego się gracza w momencie wyzwalania. Jeśli ten gracz ma mniej niż trzy karty wtedy, Reaper of Night zyskuje flying do końca tury. Jeśli ma trzy lub więcej, zdolność w ogóle się nie wyzwala. Jeśli zdolność się wyzwoliła, to przy rozwiązywaniu patrzy się ponownie na liczbę kart: jeśli broniący ma trzy lub więcej kart przy rozwiązywaniu, Reaper nie zyska flying. Po rozstrzygnięciu zdolności dalsze zmiany liczby kart nie wpływają na to czy Reaper ma flying.
- Harvest Fear (Adventure — sorcery): możesz rzucić tę część karty jako zaklęcie (Adventure). Gdy rzucasz kartę jako Adventure, używasz wyłącznie alternatywnych cech tej części (koloru, kosztu many, wartości many itp.). Jeśli zaklęcie jako Adventure się rozwiąże, karta zostaje wyeksilowana zamiast trafić na cmentarz i możesz później rzucić ją jako permanent (tę część karty Creature). Musisz jednak przestrzegać zwykłych ograniczeń timingowych przy późniejszym rzucaniu permanentu z wygnania (np. tylko w swojej głównej fazie, gdy stos jest pusty). Jeśli zaklęcie nie rozwiąże się (np. zostanie skontrowane), karta nie zostanie wyeksilowana i nie masz prawa jej później rzucić jako permanentu.
- Inne istotne zasady: jeśli karta-Adventure jest gdziekolwiek poza stosem, traktuje się ją jako karta permanentu (czyli ma normalne cechy permanentu, nie cechy Adventure). Jeśli efekt kopiuje zaklęcie Adventure, kopia jest wyeksilowana przy rozwiązywaniu i nie można z niej później rzucić permanentu. Kopie obiektów z Adventure także mają Adventure, ale jeśli przestaną być kopią lub zmienią strefę, nie będą mogły być rzucone jako Adventure.
Gdy atakujesz Reaper of Night i broniący się gracz ma 2 karty w ręce w momencie wyzwalania, zdolność wyzwoli się. Jeśli przy rozwiązywaniu ma 1 kartę, Reaper zyska flying. Jeśli miał 3 karty przy wyzwalaniu, zdolność nie wyzwoli się wcale. Jeśli rzucisz Harvest Fear jako Adventure i trafia ono na stos, a następnie się rozwiąże, karta zostanie wyeksilowana i później możesz rzucić Reaper of Night jako permanent ze strefy wygnania.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
Identyfikatory i rankingi
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Rulings
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.
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 the defending player has three or more cards in hand as Reaper of Night attacks, its ability won't trigger at all. If that player has three or more cards in hand as the ability resolves, it doesn't gain flying.
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, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
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.
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.
Once Reaper of Night's ability has resolved, the number of cards in defending player's hand no longer matters. Reaper of Night won't gain or lose flying if that number changes later in the turn.
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.
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 Reaper of Night attacks a planeswalker, the controller of the planeswalker is the defending player.
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.
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 Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.
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.
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