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Questing Druid // Seek the Beast

WOE (Wilds of Eldraine) · #234 · EN

Questing Druid // Seek the Beast

Creature — Human Druid // Instant — Adventure

RzadkośćRare
PLN regular3,15 zł
PLN foil4,54 zł
PLN etched—

Questing Druid

Creature — Human Druid

Whenever you cast a spell that's white, blue, black, or red, put a +1/+1 counter on this creature.

Seek the Beast

Instant — Adventure

Exile the top two cards of your library. Until your next end step, you may play those cards.

Questing Druid // Seek the Beast

Creature — Human Druid // Instant — Adventure

(Brak oryginalnego tekstu Oracle w dostarczonych danych. Zasady dotyczące Adventurów zastosowane zgodnie z rulingami: część przygody używa tylko alternatywnych cech; po rozwiązaniu przygoda jest wyeksilowana i można zagrać permanent z egzilu; jeśli przygoda nie rozwiąże się, nie daje prawa do zagrania permanentu; kopie też mają przygodę, ale nie da się ich zagrać jako permanent po rozstaniu ze stosem itd.)

Jak działa karta?

Karta ma dwie części: przygodę (Seek the Beast) i permanent (Questing Druid). Gdy zagrasz przygodę, używasz jej alternatywnych cech; po rozwiązaniu zostaje wyeksilowana i możesz potem zagrać permanent z tej samej karty z egzilu. Jeśli przygoda zostanie skontrowana lub nie rozwiąże się, nie będziesz mógł potem zagrać permanentu.

Questing Druid to karta z mechaniką Adventure. Ma dwie części: permanent (Questing Druid — Creature — Human Druid) i przygodę (Seek the Beast — Instant — Adventure). Gdy zagrasz część przygody (Seek the Beast) jako czar, używasz wyłącznie jej alternatywnych cech (koszt many, kolor, mana value, tekst). Kiedy takie Adventure rozwiąże się, zamiast iść do grobu, karta jest wyeksilowana; dopóki tam jest, możesz ją zagrać jako permanent (Questing Druid) z tego egzilu, przestrzegając zwykłych zasad zagrywania permanentów (timing, płacenie kosztów). Jeśli Adventure opuści stos w inny sposób niż przez rozwiązanie (np. zostanie skontrowany), karta nie zostanie wyeksilowana i nie będzie można później zagrać permanentu z niej. Kopie Adventure też mają przygodę, lecz jeśli kopia przestanie być kopią (np. token ginie albo nontoken zmieni strefę) nie można jej potem zagrać.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Rzuciłeś instant lub sorcery i Questing Druid wszedł na pole bitwy — jego wyzwalająca zdolność pozwala ci poszukać karty z przygodą i (zgodnie z tekstem karty) wyeksilować Seek the Beast. Gdy później zagrasz Seek the Beast (z egzilu) jako permanent, zapłacisz normalny koszt i możesz to zrobić tylko podczas swojej głównej fazy, gdy stos jest pusty.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Wilds of Eldraine (WOE)
Data wydania
2023-09-08
Rzadkość
Rare
Artysta
Jason A. Engle
Mana value
2
Mana cost
{1}{G} // {1}{R}
Power / Toughness
1 / 1
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
72c130e2-1e17-4996-a5ae-231155d68261
Oracle ID
555df32f-f8e9-49af-bc4a-1194ea325a97
Słowa kluczowe
—
Tożsamość kolorów
{G}{R}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, arena, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
8 697
Penny rank
—
Multiverse IDs
629735
Arena ID
86958
MTGO ID
116840
TCGplayer ID
513375
Cardmarket ID
729919
Illustration ID
ccb87b21-4861-4f9b-b3d6-c01067acac7c
Status obrazu
highres_scan

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 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.

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.

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.

You pay all costs and follow all normal timing rules for cards played from exile with Seek the Beast. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

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.

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 a spell that's more than one of the listed colors, Questing Druid's ability still triggers only once.

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 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 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.

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