Emerald Dragon
Creature — Dragon

HBG (Alchemy Horizons: Baldur's Gate) · #210 · EN
Creature — Dragon // Instant — Adventure
Strony karty
Creature — Dragon
Instant — Adventure
Wyjaśnienie po polsku
Creature — Dragon // Instant — Adventure
To jest karta Adventure: najpierw możesz rzucić Dissonant Wave (instant). Jeśli to rozwiąże się, karta idzie do wygnania i potem możesz rzucić Emerald Dragon jako stworzenie. Jeśli Adventure nie rozwiąże się, nie możesz rzucić stworzenia później.
Ogólne zasady Adventure dotyczące tej karty: • Dissonant Wave to część karty Adventure. Jeśli zagrasz ją jako Adventure (jako instant), patrz tylko na cechy alternatywne (kolor, koszt many, mana value tej części, jej typ — tu: Instant — Adventure) aby ustalić czy możesz ją zagrać i jak działa. • Jeśli zaklęcie Adventure rozwiąże się, zamiast iść na cmentarz karta jest wyeksilowana; dopóki tam pozostaje, możesz rzucić ją później jako Emerald Dragon (permanent — Creature — Dragon). • Jeśli zaklęcie Adventure zostanie skontrowane lub w inny sposób nie rozwiąże się, karta nie zostanie wyeksilowana i nie dostaniesz prawa do rzucenia jej jako stworzenia. • Kopie zaklęcia Adventure są wyeksilowane podczas rozwiązywania, ale te kopie natychmiast przestają istnieć; nie możesz potem rzucić kopii jako stworzenia. • Jeśli jakiś permanent staje się kopią karty z Adventure, będzie on również mieć Adventure (dopóki jest kopią).
Przykład: W swoim głównym etapie przeciwnik cierpliwie kończy. W swoim turze najpierw zagrasz Dissonant Wave (jako Adventure). Jeśli zaklęcie rozwiąże się, karta zostanie wyeksilowana. W późniejszym momencie (np. w tej samej turze w głównym etapie, gdy stos jest pusty) możesz zapłacić koszt Emerald Dragon i rzucić go z wygnania jako stworzenie.
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
Mana abilities can't be targeted. An activated mana ability is one that could produce mana as it resolves, doesn't require a target, and isn't a loyalty ability. A triggered mana ability is one that could produce mana as it resolves, triggers on the resolution of an activated mana ability or on mana being added, and doesn't require a target.
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
If you counter a delayed triggered ability that triggers at the beginning of the “next” occurrence of a specified step or phase, that ability won't trigger again the following time that phase or step occurs.
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.
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.
Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, can't be targeted. Abilities that apply “as [this creature] enters the battlefield” are also replacement effects and can't be targeted.
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.
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.
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, Altar of Bhaal is an artifact card whose mana value is 2.
You must still follow any relevant timing rules 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 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 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 from exile.
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.
Activated abilities are written in the form “Cost: Effect.” Some keyword abilities, such as equip, are activated abilities and will have colons in their reminder texts.
Triggered abilities use the word “when,” “whenever,” or “at.” They're often written as “[Trigger condition], [effect].” Some keyword abilities, such as prowess and myriad, are triggered abilities and will have “when,” “whenever,” or “at” in their reminder texts.
Activated and triggered abilities from noncreature sources include abilities of noncreature cards that can be activated or triggered from other zones, such as cycling abilities.
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.
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