Value Town
Land — Town
{T}: Add {U} or {R}.

MB2 (Mystery Booster 2) · #621 · EN
Land — Town // Sorcery — Adventure
Strony karty
Land — Town
Sorcery — Adventure
Wyjaśnienie po polsku
Land — Town // Sorcery — Adventure
To jest karta Adventure, której lewa strona jest lądem. Gdy karta jest "on an adventure" w exile, możesz zagrać jej stronę land (Value Town) zamiast normalnego rzucania czaru, pod warunkiem że możesz teraz zagrać land i nie użyłeś jeszcze swojej zagrywki lądowej w tej turze.
Karta ma dwie strony: Land — Town (Value Town) oraz Sorcery — Adventure (Take a Trip to...). Zwykłe karty typu Adventure trafiają na exile, gdy wybierzesz ich przygodę, a później możesz je rzucić z exile jako czar. W tym przypadku obowiązują wszystkie normalne zasady przygody, ale różnica jest taka, że gdy karta jest "on an adventure" w exile, możesz zagrać jej stronę land (Value Town) tak, jak zagrałbyś normalny land z ręki. Aby to zrobić, muszą być spełnione trzy warunki: (1) karta musi być obecnie "on an adventure" w strefie exile; (2) musi być moment w grze, w którym normalnie możesz zagrać land (np. twoja główna faza przy pustym stosie); (3) musisz nadal mieć dostępną swoją zagrywkę lądową na ten tur (nie być już jej użył). Jeśli któryś z tych warunków nie jest spełniony, nie możesz zagrać Value Town z exile. Po zagraní jako land zachowujesz wszystkie normalne ograniczenia landów (np. nie można jej po prostu później odczarować jako czar — to jest permanent na polu bitwy).
Przykład: W swojej głównej fazie grasz przygodę Take a Trip to..., które trafia do exile jako "on an adventure". Nadal masz swoją zagrywkę lądową na tę turę, więc możesz odtworzyć Value Town z exile jako swój ląd zamiast czekać na rzucenie sorcery. Jeśli natomiast faza jest nieodpowiednia lub już użyłeś zagrywki lądowej, nie możesz zagrać Value Town z exile.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
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Rulings
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 use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.
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!).
Value Town follows all of the normal rules of adventurer cards, except instead of casting it from exile while it’s “on an adventure,” you play it as you would normally play a land, following all normal restrictions. You can only play Value Town from exile if it’s “on an adventure,” it’s currently a time at which you could otherwise play a land, and you have a land play available.
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