Young Blue Dragon
Creature — Dragon

HBG (Alchemy Horizons: Baldur's Gate) · #138 · EN
Creature — Dragon // Sorcery — Adventure
Strony karty
Creature — Dragon
Sorcery — Adventure
Wyjaśnienie po polsku
Stworzenie — Smok // Czar — Przygoda
Karta ma Adventure: zagraj Sand Augury jako sorcery; jeśli ten czar rozwiąże się, karta zostaje wyeksilowana i potem możesz zagrać ją z egzilu jako Young Blue Dragon. Jeśli Adventure nie rozwiąże się (np. zostanie skontrowane), nie otrzymasz takiej możliwości.
Karta ma dwie części: Young Blue Dragon — to stworzenie (Creature — Dragon), oraz Sand Augury — to Adventure (Sorcery — Adventure). Możesz albo zagrać całą kartę jako stworzenie (Young Blue Dragon), albo najpierw zagrać ją jako Sand Augury (czar typu sorcery, Adventure). Rulingi określają sposób działania Adventure: gdy zagrasz Sand Augury jako Adventure i ten czar się rozwiąże, karta zamiast iść do grobu zostaje wyeksilowana. Dopóki ta karta jest wyeksilowana w ten sposób, możesz w odpowiednim momencie (zwykle w swojej fazie głównej, kiedy stos jest pusty, jeśli timing tego wymaga) zagrać ją ponownie — tym razem jako permanent (Young Blue Dragon). Jeśli Sand Augury opuszcza stos w inny sposób niż przez rozwiązanie (np. zostanie skontrowane lub straci cele), nie zostanie wyeksilowana i nie dostaniesz pozwolenia na zagranie Young Blue Dragon z egzilu. Ważne: gdy castujesz Adventure, używasz tylko cech alternatywnych tej części (np. koszt, kolor), a karta jako obiekt w grobie lub innej strefie jest traktowana jako normalne stworzenie z normalnymi cechami.
Przykład: Zagrano Sand Augury jako Adventure. Czaru udało się rozwiązać — karta zostaje wyeksilowana. Później, w swojej głównej fazie, możesz zagrać Young Blue Dragon z egzilu jako stworzenie. Jeśli Sand Augury zostanie skontrowane na stosie, karta nie zostanie wyeksilowana i nie możesz potem zagrać Young Blue Dragon z egzilu.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
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Charakterystyka karty
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Rulings
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.
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.
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.
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 from exile.
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.
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 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.
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.
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
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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