Callous Sell-Sword
Creature — Human Soldier

WOE (Wilds of Eldraine) · #221 · EN
Creature — Human Soldier // Sorcery — Adventure
Strony karty
Creature — Human Soldier
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Human Soldier // Sorcery — Adventure
To jest karta z Adventure. Burn Together to część Adventure (sorcery) — możesz ją rzucać tylko jak sorcery. Gdy Burn Together rozwiąże się, karta zostaje wygnana; dopóki tam jest, możesz rzucić Callous Sell-Sword jako stworzenie. Jeśli Burn Together nie rozwiąże się, nie dostajesz prawa do rzucenia stworzenia z wygnania.
Ogólne zasady dotyczące kart z Adventure: • Karta z Adventure ma dwie części: permanent (tu: Callous Sell-Sword — stworzenie) oraz czar (tu: Burn Together — sorcery — Adventure). • Gdy odpalasz część Adventure (Burn Together), używasz wyłącznie alternatywnych charakterystyk tej części (koszt many, kolory, typ czaru, wartość many). • Gdy Burn Together rozwiąże się, zamiast trafiać do grobu karta zostaje wyeksilowana; dopóki tam pozostaje, możesz później rzucić jej permanentową część (Callous Sell-Sword) jako normalny permanent. • Jeśli Burn Together nie rozwiąże się (zostanie skontrowany lub wszystkie cele staną się nielegalne tak, że nie mogłoby się rozwiązać), karta nie zostanie wyeksilowana i nie będziesz mógł rzucić Callous Sell-Sword z wyjścia. • Jeśli efekt kopiuje Adventure jako spell, kopia zostanie wyeksilowana przy rozwiązywaniu i przestanie istnieć; takiej kopii nie da się rzucić jako permanent. • W innych strefach (np. w grobie, bibliotece, ręce) karta jest traktowana jako normalna karta z obiema częściami — wtedy jej charakterystyki permanentu obowiązują (np. kolor, wartość many Callous Sell-Sword w grobie). • Specyficzne zachowanie przy nielegalnych celach Burn Together: rulingi wyjaśniają przypadki częściowej nielegalności celów przy rozwiązywaniu — jeśli pierwszy cel jest nielegalny, a ostatni legalny, Burn Together nadal się rozwiąże i poświęcona zostanie (sacrifice) ta, która pozostaje legalna zgodnie z kolejnością; odwrotnie, jeśli ostatni jest nielegalny a pierwszy legalny, wciąż możesz poświęcić pierwszy cel. (Zasady stosują się zgodnie z normalnymi regułami częściowego rozwiązywania zaklęć.)
Przykład: Na swojej głównej fazie zagrywasz Burn Together (Adventure). Gdy zaklęcie rozwiąże się, karta idzie do strefy wygnania zamiast do grobu; możesz później rzucić Callous Sell-Sword jako stworzenie z wygnania. Jeśli Burn Together zostanie skontrowane, nie zostanie wygnana i nie będziesz mógł później rzucić Callous Sell-Sword 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
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.
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 the last target of Burn Together is an illegal target as the spell resolves but the first target is still legal, Burn Together will still resolve and you'll still sacrifice the first target.
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 as a permanent.
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 the first target of Burn Together is an illegal target as the spell resolves but the last target is still legal, Burn Together will resolve, but no damage will be dealt and nothing will be sacrificed.
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.
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 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.
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 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.
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. 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.
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