Shrouded Shepherd
Creature — Spirit Warrior

WOE (Wilds of Eldraine) · #236 · EN
Creature — Spirit Warrior // Sorcery — Adventure
Strony karty
Creature — Spirit Warrior
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Spirit Warrior // Sorcery — Adventure
To karta z Adventure: najpierw możesz rzucić stronę Adventure (Cleave Shadows). Jeśli ten czar rozwiąże się, karta zostaje wygnana i możesz później rzucić ją jako permanent (Shrouded Shepherd). Jeśli Adventure nie rozwiąże się, nie otrzymujesz możliwości późniejszego rzucenia permanenta.
Ta karta to karta z Adventure. Ma dwie części: permanent (Shrouded Shepherd — Creature — Spirit Warrior) i zaklęcie Adventure (Cleave Shadows — Sorcery — Adventure). Gdy rzucasz stronę Adventure (Cleave Shadows), traktujesz ją wyłącznie według alternatywnych cech tej części: kosztu many, koloru, typu czaru, tekstu czaru itd. Gdy czar Adventure rozwiąże się, zamiast trafiać na cmentarz wygnasz tę kartę do strefy wygnania. Dopóki karta pozostaje wygnana z powodu rzucenia Adventure, możesz raz jeszcze rzucić ją jako permanent (czyli Shrouded Shepherd). Jeśli czar Adventure nie rozwiąże się (zostanie skontrowany lub nie będzie miał legalnych celów), karta nie zostanie wygnana i nie będziesz mógł jej później rzucić jako permanentu. Jeśli kopia tego czaru powstanie i rozwiąże się, ta kopia zostanie wygnana, ale kopia zniknie natychmiast (nie staje się możliwa do późniejszego rzucenia jako permanent). Karta jest traktowana jako permanent w każdej strefie poza stosem (oraz na stosie, jeśli nie została rzucona jako Adventure) i wtedy używa swoich normalnych cech (np. jako istota). Jeśli efekt odnosi się do obiektu „mającego Adventure”, obejmuje to posiadanie alternatywnych cech Adventure nawet, gdy nie są używane.
Rzucasz Cleave Shadows (Adventure). Gdy się rozwiąże, karta zostaje wygnana zamiast iść na cmentarz. Podczas twojej kolejnej głównej fazy, gdy stos jest pusty, możesz rzucić tę wygnaną kartę ponownie — tym razem jako Shrouded Shepherd (istota). Jeśli Cleave Shadows zostanie skontrowane, karta nie zostanie wygnana i nie będziesz mógł jej później rzucić jako Shrouded Shepherd.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
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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 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.
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 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 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.
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.
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”).
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 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.
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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