Flesh
Sorcery
Fuse (You may cast one or both halves of this card from your hand.)

PLST (The List) · #DGM-128 · EN
Sorcery // Sorcery
Strony karty
Sorcery
Sorcery
Wyjaśnienie po polsku
Sorcery // Sorcery
Flesh: egzyluje kartę stworzenia z cmentarza i daje wskazanemu stworzeniu na polu bitwy +1/+1 counters równą mocy tej karty, mierzonej jako ostatnie istnienie w grobie. Blood: zadaje obrażenia równą mocy pierwszego wskazanego stworzenia najpierw temu stworzeniu, potem taką samą ilość drugiemu celowi. Przy fused wykonuj Flesh najpierw, potem Blood.
Ogólna zasada split card z fuse: każda połowa ma własny tekst; jeśli zagrane osobno, działa tylko ta połowa. Jeśli zagrane jako fused, płacisz oba koszty i rozwiązuje się najpierw lewa połowa (Flesh), potem prawa (Blood). Flesh: celuje jako cel stworzenie na polu bitwy oraz karta stworzenia w czyimś cmentarzu (mogą to być to samo stworzenie, jeśli odpowiednie). Najpierw egzylujesz wskazaną kartę stworzenia z cmentarza; jeśli karta została wyeksylowana, liczba +1/+1 counterów, które potem trafiają na wskazane stworzenie na polu bitwy, jest równa mocy tej karty w chwili, gdy ostatnio znajdowała się w cmentarzu. Jeśli stworzenie nie było celem legalnym przy rozwiązywaniu Flesh (np. zostało usunięte z pola bitwy), karta wciąż może zostać wyeksylowana, ale counters nie trafią na stworzenie. Blood: ma do dwóch celów — pierwszym celem musi być stworzenie; drugim może być stworzenie, gracz lub planeswalker. Gdy Blood rozwiązuje się, sprawdź najpierw moc pierwszego wskazanego stworzenia w chwili rozwiązywania; Blood zadaje tej mocy obrażeń temu pierwszemu celowi. Następnie zadaje tyle samo obrażeń drugiemu celowi. Jeśli dowolny cel jest nielegalny w chwili rozwiązywania, ten fragment nie ma efektu (np. jeśli pierwszy cel jest nielegalny, nic nie zadaje; jeśli drugi jest nielegalny, drugi cios nie następuje). W fused przypadku, jeśli Flesh doda counters, to one są już na stworzeniu zanim liczba obrażeń dla Blood zostanie określona — więc te counters mogą zwiększyć moc pierwszego stworzenia, co wpłynie na ilość obrażeń zadanych przez Blood.
Przykład 1 — grasz Flesh: wskazujesz stworzenie A na polu bitwy i kartę stworzenia A w swoim cmentarzu. Flesh rozwiązuje się: egzylujesz kartę z cmentarza; dajesz stworzeniu A na polu bitwy +1/+1 countery równe jego mocy, jaką miało ostatnio w grobie. Przykład 2 — grasz Blood: wskazujesz stworzenie X jako pierwszy cel i przeciwnika jako drugi. Blood rozwiązuje się: zadaje przeciwnikowi obrażenia równe mocy stworzenia X w chwili rozwiązywania. Przykład 3 — grasz fused: najpierw Flesh egzyluje kartę i daje countery, potem Blood zadaje obrażenia; jeśli counters zwiększą moc pierwszego celu, Blood zada więcej obrażeń.
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
You can choose the same object as the target of each half of a fused split spell, if appropriate.
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
As Blood is resolving, if only one of the targets is legal, Blood will still resolve but will have no effect: If the first target is illegal, it can't deal damage to anything. If the second target is illegal, it can't be dealt damage.
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
The amount of damage dealt is based on the first target creature's power as Blood resolves.
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
If you cast Flesh // Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.
The number of +1/+1 counters is based on the power of the creature card as it last existed in the graveyard.
If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
As Flesh is resolving, if the creature is an illegal target but the creature card is still a legal target, the creature card will be exiled but no counters will be put onto the creature. If the creature is the only legal target, Flesh will still resolve but will have no effect as you didn't exile a card.
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
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"mana_cost": "{3}{B}{G} // {R}{G}",
"cmc": 7,
"type_line": "Sorcery // Sorcery",
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"premodern": "not_legal",
"predh": "not_legal",
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"story_spotlight": false,
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"usd_foil": null,
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