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Amethyst Dragon // Explosive Crystal

CLB (Commander Legends: Battle for Baldur's Gate) · #160 · EN

Amethyst Dragon // Explosive Crystal

Creature — Dragon // Sorcery — Adventure

"At least it's a beautiful way to die."
—Erinis, gloom stalker
RzadkośćUncommon
PLN regular0,92 zł
PLN foil1,27 zł
PLN etched—

Amethyst Dragon

Creature — Dragon

Flying, haste

Explosive Crystal

Sorcery — Adventure

Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)

Amethyst Dragon // Explosive Crystal

Creature — Dragon // Sorcery — Adventure

(Brak pełnego tekstu Oracle dostarczonego. Rulingi dotyczące mechaniki Adventure i działania Explosive Crystal: przy rozwiązywaniu wybierasz cele i podział obrażeń; Explosive Crystal wygnaje się zamiast iść do grobu i daje możliwość zagrania Amethyst Dragon z wygnania; jeśli opuści stos inaczej, nie da tej możliwości.)

Jak działa karta?

Karta ma dwie części: Explosive Crystal (zaklęcie-Adventure) i Amethyst Dragon (stworzenie). Jeśli zagrasz Explosive Crystal, gdy rozwiąże się, zostanie wygnane i potem możesz zagrać Amethyst Dragon z wygnania. Przy rozwiązywaniu Explosive Crystal wybierasz cele i podział 3 obrażeń; obrażenia przypisane do celów, które stały się nielegalne, są stracone.

Amethyst Dragon // Explosive Crystal to karta z mechaniką Adventure. Ma dwie oddzielne części: stworzenie (Amethyst Dragon) i zaklęcie-Adventure (Explosive Crystal). Ważne zasady:

- Karta jest jednocześnie kartą stworzenia i kartą zaklęcia-Adventure w większości stref (np. w twoim grobie jest kartą, której alternatywne cechy są znane, ale gdy jest w grobie jest traktowana jako zwykła karta — zob. poniżej).

- Jeśli zagrasz Explosive Crystal jako Adventure, wybierasz cele i jak podzielić 3 obrażenia między nie (każdy wybrany cel musi otrzymać przynajmniej 1). Te decyzje podejmujesz, gdy wstawiasz zaklęcie na stos.

- Gdy Explosive Crystal rozwiązuje się, zamiast trafiać do twojego grobu zostaje wygnane. Dopóki karta pozostaje w wygnaniu w ten sposób, masz pozwolenie, aby później zagrać z wygnania jej drugą część — Amethyst Dragon — jako stworzenie.

- Jeśli Explosive Crystal opuści stos inaczej niż przez rozwiązanie (np. zostanie skontrowane), nie zostanie wygnane i nie otrzymasz możliwości zagracenia Amethyst Dragon z wygnania.

- Jeśli przy rozwiązywaniu niektóre cele stały się nielegalne, oryginalny podział obrażeń nadal obowiązuje, ale obrażenia przypisane do tych nielegalnych celów są po prostu stracone (nie są przekierowywane na inne cele).

- Kiedy w późniejszym czasie zagrasz Amethyst Dragon z wygnania, używasz jego normalnych cech (koszt many, kolor, typy, itp.) — te zasady dotyczą też timingów (zwykle możesz zagrać stworzenie tylko w swojej głównej fazie, gdy stos jest pusty).

- Jeśli jakaś karta stała się kopią karty z Adventure, kopia również ma Adventure, ale tokeny-kopie lub kopie zmieniające strefę przestają istnieć lub przestają być kopiami i w takim przypadku nie pozwolą na zagracie jako Adventure.

Ważne interakcje

Częste pomyłki

Przykład

W odpowiednim momencie (np. na swojej głównej fazie) zagrywasz Explosive Crystal i jako cele wybierasz dwa stworzenia przeciwnika oraz gracza; decydujesz, że podzielisz 3 obrażenia jako 1 do pierwszego stworzenia, 1 do drugiego i 1 do gracza. Po rozwiązaniu Explosive Crystal zostaje wygnane; później, podczas twojej głównej fazy, możesz zapłacić koszt many Amethyst Dragon i zagrać go z wygnania jako zwykłe stworzenie.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Uncommon
Artysta
Piotr Dura
Mana value
6
Mana cost
{4}{R}{R} // {4}{R}
Power / Toughness
4 / 4
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
57adbd6e-88ec-4472-a9c9-90b679fa881f
Oracle ID
0961b68d-bb0c-4bfb-ad78-01f90b3b97c8
Słowa kluczowe
Flying, Haste
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
14 370
Penny rank
—
Multiverse IDs
563043
Arena ID
—
MTGO ID
100340
TCGplayer ID
272966
Cardmarket ID
659857
Illustration ID
d9e84014-2395-4348-9c82-0e00124f57df
Status obrazu
highres_scan

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.

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 some of the targets are illegal as Explosive Crystal tries to resolve, the original division of damage still applies and the damage that would have been dealt to the illegal targets is lost. It won't be dealt instead to a legal target.

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.

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 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 choose how many targets Explosive Crystal has and how the damage is divided as you put the spell on the stack. Each target must receive at least 1 damage.

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 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 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.

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.

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