Tempest Hart
Creature — Elemental Elk
Whenever you cast a spell with mana value 5 or greater, put a +1/+1 counter on this creature.

WOE (Wilds of Eldraine) · #238 · EN
Creature — Elemental Elk // Instant — Adventure
Strony karty
Creature — Elemental Elk
Instant — Adventure
Wyjaśnienie po polsku
Stworzenie — Elemental Elk // Instant — Adventure
Scan the Clouds to część Adventure karty Tempest Hart. Gdy zagrasz Scan the Clouds, używasz tylko cech Adventure; po rozwiązaniu trafia do egzilu i wtedy możesz zagrywać Tempest Hart jako stworzenie z egzilu. Jeśli Scan the Clouds nie rozwiąże się (np. zostanie skontrowane), nie trafia do egzilu i nie możesz zagrać Tempest Hart z egzilu.
Ogólna zasada działania Adventure: karta ma dwie różne postaci — tu: Tempest Hart (stworzenie) oraz Scan the Clouds (Adventure — instant). Jeśli zagrasz Scan the Clouds jako czar (czyli użyjesz jej części Adventure), traktujesz ją wyłącznie według alternatywnych cech podanych przy Adventure: kosztu many, typu (instant), koloru i tekstu czaru. Gdy ten czar rozwiąże się, zamiast trafiać do grobu jest wyeksilowany. Tak długo, jak pozostaje w egzilu, jego właściciel może zagrać drugą połowę karty (Tempest Hart) jako permanent (czyli zapłacić koszt many i rzucić je jako stworzenie), stosując normalne zasady rzucania stworzeń (np. timing — główna faza, stos pusty, jeśli to wymagane). Jeśli Scan the Clouds opuszcza stos w inny sposób niż przez rozwiązanie (zostanie skontrowany lub straci wszystkie legalne cele i nie rozwiąże się), nie zostanie wyeksilowany i nie dostaniesz pozwolenia na zagranie Tempest Hart z egzilu. Kopie czaru Adventure: jeśli jakiś efekt kopiuje ten instant, ta kopia jest wyeksilowana przy rozwiązywaniu, ale natychmiast przestaje istnieć jako stan obiektu — nie możesz traktować tej kopii jako karty i później jej zagrać jako permanent. Karty z Adventure w strefach innych niż stos: w grobie, bibliotece, ręce itp. karta jest kartą permanentu (tu stworzeniem) i jej alternatywne cechy Adventure się nie liczą dla efektów odwołujących się do nazwy, typu czy wartości many — liczą się zwykłe cechy karty. Rzucanie części Adventure nie jest rzucaniem za alternatywny koszt (chyba że inny efekt na to pozwala) — możesz jednak zastosować efekty pozwalające rzucać czary za alternatywny koszt do części Adventure, jeśli to pasuje. Pamiętaj też o ograniczeniach czasowych przy późniejszym rzucaniu stworzenia z egzilu — zwykle jest to możliwe jedynie w twojej głównej fazie, kiedy stos jest pusty.
Przykład: Zagrywasz Scan the Clouds (Adventure) jako instant podczas czyjegoś tury, rozwiązuje się i jest wyeksilowany. Później, w swojej głównej fazie, gdy stos jest pusty, możesz zapłacić koszt Tempest Hart i zagrać je jako stworzenie z egzilu. Jeśli przeciwnik skontrował Scan the Clouds na stosie, nie trafia ono do egzilu i nie możesz potem zagrać Tempest Hart z egzilu.
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.
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 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.
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 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.
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.
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 a spell has {X} in its mana cost, use the value chosen for that X to determine the mana value of that spell.
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 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.
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.
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