Horn of Valhalla
Artifact — Equipment
Equip {3}

HBG (Alchemy Horizons: Baldur's Gate) · #92 · EN
Artifact — Equipment // Sorcery — Adventure
Strony karty
Artifact — Equipment
Sorcery — Adventure
Wyjaśnienie po polsku
Artefakt — wyposażenie // Czary — Przygoda
To jest karta z Adventure. Rzucając Ysgard's Call używasz tylko cech tej części; jeśli ten czar rozwiąże się, karta zostanie wygnana i możesz później rzucić ją jako Horn of Valhalla z wygnania. Jeśli Adventure nie rozwiąże się, nie otrzymujesz tej opcji.
Karta ma dwie części: Equipment (Horn of Valhalla) i część Adventure będącą sorcery (Ysgard's Call). Gdy rzucona jest część Adventure (Ysgard's Call), traktujesz to jako osobny czar z własnymi alternatywnymi cechami (nazwa Adventure, koszt, kolor, mana value itd.). Jeśli ten czar rozwiąże się, zamiast trafiać do grobu karta zostanie wygnana; tak wygnana karta daje prawo do późniejszego rzucenia jej jako permanentu (czyli Horn of Valhalla). To rzucenie permanentu z wygnania musi spełniać normalne ograniczenia timingowe. Jeżeli Adventure zostanie skasowane lub nie rozwiąże się, karta nie zostanie wygnana i nie będzie można jej później rzucić jako permanentu. Jeżeli karta stała się kopią innej karty, a ta ma Adventure, kopia też ma Adventure — ale jeżeli kopia przestanie istnieć jako kopia (np. token zginie) lub zmieni strefę w sposób uniemożliwiający bycie kopią, nie będzie możliwości użycia Adventure.
Jeśli rzucisz Ysgard's Call (część Adventure) i czar rozwiąże się, karta zostanie wygnana. W dowolnym momencie później (zwykle w swojej głównej fazie, gdy stos jest pusty) możesz rzucić Horn of Valhalla z wygnania jako artefakt‑wyposażenie. Jeśli Ysgard's Call zostanie skasowane, karta nie trafi do wygnania i nie możesz potem rzucić Horn of Valhalla z wygnania.
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
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.
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 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 from exile.
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.
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 you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast 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.
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