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Starting Town NPC

MB2 (Mystery Booster 2) · #585 · EN

Starting Town NPC

Creature — Human Peasant

Each creature card in your hand has a {1}{G} Adventure sorcery named Fetch Herbs with "You gain 2 life." (You may cast it as the Adventure for {1}{G}. Then exile it, and you may cast the creature later from exile.)
Each creature card you cast from exile enters the battlefield with an additional +1/+1 counter on it.
RzadkośćRare
PLN regular0,92 zł
PLN foil—
PLN etched—

Starting Town NPC

Stwór — Człowiek Chłop

Każda karta stwora w twojej ręce ma część przygody (Adventure) o koszcie {1}{G} zatytułowaną Fetch Herbs z tekstem „You gain 2 life.” (Możesz zagrać ją jako Przygodę za {1}{G}. Następnie wygnaj ją i możesz później zagrać stwora z wygnania jako permanent.)
Każda karta stwora, którą zagrasz z wygnania, wchodzi na pole bitwy z dodatkowym znacznikiem +1/+1 na niej.

Jak działa karta?

Karty stworów w twojej ręce dostają przygodę Fetch Herbs za {1}{G}, która daje 2 życia; gdy zagrasz stwora z wygnania, wchodzi z dodatkowym +1/+1.

Każda karta stwora w twojej ręce zyskuje alternatywną część jako przygoda o koszcie {1}{G} i tytule "Fetch Herbs" z tekstem "You gain 2 life." — możesz ją zagrać jako tę przygodę za {1}{G}; gdy się rozwiąże, karta zostanie wygnana i później możesz zagrać stwora z wygnania jako permanent. Dodatkowo każda karta stwora, którą zagrasz z wygnania w ten sposób, wchodzi na pole bitwy z dodatkowym znacznikiem +1/+1. Musisz nadal przestrzegać ograniczeń czasowych przy zagrywaniu permanentu z wygnania (np. zwykle tylko w swojej głównej fazie, gdy stos jest pusty).

Ważne interakcje

Częste pomyłki

Przykład

Masz w ręce kartę stwora; zagrasz jej przygodę Fetch Herbs za {1}{G}, odzyskujesz 2 życia, karta zostaje wygnana, a później na swojej głównej fazie zagrasz stwora z wygnania — wejdzie z dodatkowym znacznikiem +1/+1.

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Set
Mystery Booster 2 (MB2)
Data wydania
2024-08-02
Rzadkość
Rare
Artysta
Pedro Maia
Mana value
3
Mana cost
{2}{G}
Power / Toughness
3 / 3
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
710ac5cd-04bf-44d7-985c-5a4bc35e1957
Oracle ID
88309ff4-a49f-4a16-b3ac-4fc1710e5223
Słowa kluczowe
—
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
playtest
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
—
Penny rank
—
Multiverse IDs
677641
Arena ID
—
MTGO ID
—
TCGplayer ID
564037
Cardmarket ID
783928
Illustration ID
b27463ab-ec41-4c27-9939-c7146589b6f9
Status obrazu
highres_scan

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.

For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

If Starting Town NPC leaves the battlefield while one or more creature cards you own are exiled after they’re sent to Fetch Herbs, those creature cards can still be cast from exile. Similarly, if Starting Town NPC leaves the battlefield while Fetch Herbs is on the stack, that card will still be exiled after the spell resolves, and you’ll still be able to cast it later from exile.

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), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.

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.

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