My Precious
Legendary Artifact — Equipment
Equip—{2}, Pay 2 life.

HOB (The Hobbit) · #271 · EN
Legendary Artifact — Equipment // Instant — Adventure
Strony karty
Legendary Artifact — Equipment
Instant — Adventure
Wyjaśnienie po polsku
Legendary Artifact — Equipment // Instant — Adventure
To jest karta Adventure. Rzuć najpierw Adventure (instant). Jeśli to Adventure rozwiąże się, karta zostaje wyeksilowana i wtedy możesz zagrać ją jako Legendary Artifact — Equipment, używając jej normalnych cech. Jeśli Adventure nie rozwiąże się lub karta trafi do exile inną drogą, nie dostaniesz pozwolenia na zagranie permanentu. Zawsze stosuj ograniczenia czasowe przy zagrywaniu permanentu.
1) Struktura karty: to jest karta z Adventure. Lewa część przed „//” to Adventure (tu: Instant — Adventure). Prawa część po „//” to właściwy permanent (tu: Legendary Artifact — Equipment).
2) Rzucanie Adventure: gdy rzucasz część Adventure, traktujesz ją wyłącznie według jej alternatywnych cech (kolor, koszt many, mana value, tekst zaklęcia itp. zgodnie z tą częścią).
3) Co się dzieje po rozstrzygnięciu Adventure: jeśli rozwiąże się normalnie, zamiast iść do grobu karta zostaje wyeksilowana. To wyeksilowanie daje jej właścicielowi pozwolenie (jednorazowe) na zagranie tej karty ponownie, używając jej normalnych cech — czyli zagranie jej jako Legendary Artifact — Equipment.
4) Gdy możesz zagrać permanent z exile: nawet mając to pozwolenie, musisz stosować się do normalnych zasad zagrywania permanentów (czas, koszty). Zwykle oznacza to, że możesz zagrać Equipment w swojej głównej fazie, gdy stos jest pusty.
5) Kiedy nie dostajesz pozwolenia: jeśli Adventure nie rozwiąże się (np. zostanie skontrowane lub jego cele staną się nielegalne i w rezultacie nie rozwiąże się), karta nie zostanie wyeksilowana i nie otrzymasz prawa do zagranej części permanentu. Również jeśli karta trafi do ekssile z innego powodu niż wyeksilowanie wynikające z rozwiązywania Adventure, to to nie daje prawa do zagrania jej jako permanentu.
6) Interakcje z kopiami i efektami patrzącymi na karty: jeśli efekt kopiuje Adventure-spell, taka kopia po rozwiązywaniu zostanie wyeksilowana, ale ta wyeksilowana kopia zniknie jako działanie stanowe i nie może zostać zagrana jako permanent. Efekty, które „szukają” lub odnoszą się do karty mającej Adventure, biorą pod uwagę zestaw alternatywnych cech tylko wtedy, gdy to właściwe; nie znajdą zaklęcia instant/sorcery, które jest aktualnie na stosie jako Adventure.
Przykład prosty: zagrywasz część Adventure (Allure of Power). Jeśli Allure of Power rozwiąże się, zamiast wrócić do grobu karta My Precious // Allure of Power zostaje wyeksilowana. Teraz, przy spełnieniu warunków (np. jesteś w głównej fazie, stos pusty), możesz zagrać tę wyeksilowaną kartę jako My Precious (Legendary Artifact — Equipment). Jeśli jednak Allure of Power zostanie skontrowane, nie zostanie wyeksilowane i nie będziesz mógł zagrać My Precious z exile.
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.
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.
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, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").
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.
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 Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.
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 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 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 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 cast it as a permanent later.
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.
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