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Ishgard, the Holy See // Faith & Grief

FIN (Final Fantasy) · #310 · EN

Ishgard, the Holy See // Faith & Grief

Land — Town // Sorcery — Adventure

A great and proud nation devoted to Halone, the Fury.
RzadkośćRare
PLN regular15,21 zł
PLN foil15,38 zł
PLN etched—

Ishgard, the Holy See

Land — Town

This land enters tapped.
{T}: Add {W}.

Faith & Grief

Sorcery — Adventure

Return up to two target artifact and/or enchantment cards from your graveyard to your hand. (Then exile this card. You may play the land later from exile.)

Ishgard, the Holy See // Faith & Grief

Land — Town // Sorcery — Adventure

Brak udostępnionego tekstu Oracle. Wyjaśnienia bazują na rulings opisujących zachowanie kart z Adventure i części land.

Jak działa karta?

Zagraj kartę jako Adventure (sorcery). Jeśli ten czar rozwiąże się, karta trafia do wygnania i tam możesz później zagrać ją jako land (tylko w swojej głównej fazie, gdy stos jest pusty i jeśli masz prawo do zagrania ziemi). Jeśli Adventure nie rozwiąże się (np. skontrowane), nie dostaniesz tej możliwości.

Karta jest dwuczłonowa: część podstawowa to Land — Town, część Adventure to Sorcery — Adventure (Faith & Grief). Gdy rzucasz ją jako Adventure, traktujesz ją wyłącznie według cech alternatywnych (czyli jako sorcery o odpowiednim koszcie i kolorze). Gdy ten czar się rozwiąże, zamiast iść do grobu karta zostaje wyeksilowana; dopóki jest wyeksilowana w ten sposób, możesz ją zagrać używając jej podstawowych cech (czyli jako land). Jeśli jednak czar opuści stos w inny sposób niż przez rozwiązanie (np. zostanie skontrowany), karta nie trafi do wygnania wskutek rozwiązywania i nie otrzymasz pozwolenia na zagranie jej jako land z wygnania. Poza stosem (np. w ręce, bibliotece, grobie, wygnaniu) karta używa tylko swoich normalnych cech — alternatywne cechy Adventure są ignorowane, chyba że karta właśnie jest rzucana jako Adventure na stosie.

Ważne interakcje

Częste pomyłki

Przykład

Rzucasz Faith & Grief jako Adventure (sorcery). Gdy się rozwiązuje, zamiast iść do grobu karta trafia do wygnania. Teraz, w swojej głównej fazie (stos pusty), możesz zagrać Ishgard, the Holy See z wygnania jako Land — Town, o ile masz jeszcze prawo do zagrania ziemi tej tury. Jeśli czar został skontrowany, karta nie zostanie wyeksilowana i nie możesz jej tak zagrać.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Final Fantasy (FIN)
Data wydania
2025-06-13
Rzadkość
Rare
Artysta
David Frasheski
Mana value
0
Mana cost
{3}{W}{W}
Power / Toughness
— / —
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
b5327e09-2ea0-4365-bb20-087a08da8ce6
Oracle ID
4f4358cb-59df-46d9-be27-69929f5a615c
Słowa kluczowe
—
Tożsamość kolorów
{W}
Produkuje manę
{W}
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
ffxiv, universesbeyond, boosterfun
Watermark
—
Obramowanie / znacznik
borderless / triangle
EDHREC rank
1 413
Penny rank
4 473
Multiverse IDs
—
Arena ID
—
MTGO ID
140895
TCGplayer ID
635267
Cardmarket ID
824952
Illustration ID
55e1d2cb-312e-461c-938f-4174fcedb867
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 play it using its primary characteristics. 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 play that card from exile later.

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.

You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

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 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 adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.

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.

Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.

When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting 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 play the copy as a permanent.

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 Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.

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.

An adventurer card uses only its non-Adventure characteristics 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, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."

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