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Tlincalli Hunter // Retrieve Prey

CLB (Commander Legends: Battle for Baldur's Gate) · #638 · EN

Tlincalli Hunter // Retrieve Prey

Creature — Scorpion Scout // Sorcery — Adventure

RzadkośćRare
PLN regular3,54 zł
PLN foil—
PLN etched—

Tlincalli Hunter

Creature — Scorpion Scout

Trample
Once each turn, you may pay {0} rather than pay the mana cost for a creature spell you cast from exile.

Retrieve Prey

Sorcery — Adventure

Exile target creature card from your graveyard. Until the end of your next turn, you may cast that card. (Then exile this card. You may cast the creature later from exile.)

Tlincalli Hunter // Retrieve Prey

Creature — Scorpion Scout // Sorcery — Adventure

(Brak oracle_text dostarczonego; wyjaśnienia oparte na rulings odnoszących się do kart z Adventure: casting jako Adventure wygnana do exilu po rozwiązaniu; jeśli nie rozwiąże się, nie zostaje wygnana; musisz mieć oddzielne pozwolenie, by rzucać z exilu; przy rzucaniu permanentu z exilu płacisz wszystkie koszty i przestrzegasz timingów; przy wyborze nazwy możesz wybrać nazwę alternatywną Adventure i wtedy rozpatrujesz tylko cechy alternatywne.)

Jak działa karta?

Karta ma część Adventure (Retrieve Prey) i część permanentową (Tlincalli Hunter). Jeśli zagrasz Adventure i rozwiąże się, karta zostanie wyeksilowana, co może umożliwić późniejsze rzucenie permanentowej części z eksilu — ale samo posiadanie tej karty nie daje prawa do rzucania z eksilu; potrzebny jest dodatkowy efekt. Zawsze trzeba płacić koszty i przestrzegać ograniczeń czasowych.

Tlincalli Hunter // Retrieve Prey to karta typu modalna: ma część permanentową (Creature — Scorpion Scout) i część Adventure (Sorcery — Adventure). Zasady dotyczące Adventure, istotne tutaj: - Gdy zagrasz część Adventure (Retrieve Prey) jako spell, jeśli ten spell rozwiąże się, zamiast trafić do twojego grobu zostaje wyeksilowany; jako długotrwały efekt możesz potem (jeśli jakieś inne efekty na to pozwolą) rzucać z exilu permanentową część tej karty. - Jeśli spell Adventure nie rozwiąże się (zostanie skontrowany lub jego cele staną się nielegalne), karta nie zostanie wyeksilowana i nie będziesz mieć możliwości rzucenia jej permanentowej części z exilu. - Samo posiadanie tej karty nie daje ci prawa do rzucania jej z exilu; potrzebujesz oddzielnego efektu, który pozwala rzucać karty z exilu (przykład: karta lub instrukcja mówiąca, że możesz zagrywać karty z exilu). - Jeśli rzucasz permanentową część (Tlincalli Hunter) z exilu, musisz zapłacić wszystkie koszty i przestrzegać normalnych zasad czasowych dla stworzeń (zwykle tylko podczas własnej głównej fazy, gdy stos jest pusty), chyba że jakiś efekt zmienia te zasady. - Gdy karta jest w innych strefach (np. w grobie) jest traktowana jako jej normalna karta permanentowa — jej alternatywne cechy Adventure są używane tylko podczas rzucania tej części jako spell. - Jeśli jakiś efekt odwołuje się do karty, spella lub permanenta „mającego Adventure”, odnosi się do obiektu, który ma zestaw alternatywnych cech Adventure, nawet jeśli nie były one używane.

Ważne interakcje

Częste pomyłki

Przykład

Zagrasz Retrieve Prey jako sorcery (Adventure). Gdy się rozwiąże, zamiast iść do grobu, karta zostaje wyeksilowana. Jeśli masz inny efekt pozwalający rzucać karty z eksilu, możesz później spróbować zapłacić koszty i rzucić Tlincalli Hunter (stworzenie) z tego exilu podczas swojej głównej fazy, gdy stos jest pusty.

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

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Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Rare
Artysta
Helge C. Balzer
Mana value
7
Mana cost
{5}{G}{G} // {1}{G}
Power / Toughness
7 / 7
Layout / frame
adventure / 2015
Foil / nonfoil
nonfoil
Scryfall ID
d7ebbbf7-8ece-41ba-b9be-cbd62f0ca473
Oracle ID
79b69b38-c01d-499a-a865-8c1cecf9fae0
Słowa kluczowe
Trample
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper
Cechy wydruku
Standardowy wydruk
Efekty ramki
extendedart
Typ promocji
boosterfun
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
6 313
Penny rank
—
Multiverse IDs
566978
Arena ID
—
MTGO ID
—
TCGplayer ID
273865
Cardmarket ID
662788
Illustration ID
4f6fda5f-cf2a-4e15-8c4c-51a5db8f0371
Status obrazu
highres_scan

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.

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, Altar of Bhaal is an artifact card whose mana value is 2.

You must still follow any relevant timing rules 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.

You must pay all costs and follow all normal timing rules when casting a creature card from exile with Retrieve Prey. Normally, this means you may only cast that card during a main phase of your turn while the stack is empty.

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.

Tlincalli Hunter's ability doesn't give you permission to cast any spells from exile. You'll need to find another way to do that, such as Retrieve Prey.

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 from exile.

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that 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 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 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.

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.

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.

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