Revival
Sorcery

RVR (Ravnica Remastered) · #241 · EN
Sorcery // Sorcery
Strony karty
Sorcery
Sorcery
Wyjaśnienie po polsku
Sorcery // Sorcery
To split card: wybierasz jedną połowę, gdy ją zagrywasz. Poza stossem karta ma cechy obu połówek (np. wartość many), ale na stosie i jako zaklęcie liczą się tylko cechy wybranej połowy. Kopie i sprawdzanie w cmentarzu stosują odpowiednie zasady (X = 0 w cmentarzu, kopia zachowuje połowę).
Revival // Revenge to karta typu split (dwie połowy na jednej karcie). Każda połowa jest osobnym zaklęciem (obie są sorcery). Zasady dotyczące split card używają następujących reguł zawartych w rulings:
- Gdy karta nie jest na stosie (np. w bibliotece, na polu bitwy, w cmentarzu), jej cechy to kombinacja obu połówek. Przykład: mana value (wartość many) karty to suma wartości obu połówek. To znaczy, jeśli efekt pozwala szukać w bibliotece kartę o wartości many ≤ N, liczysz wartość obu połówek.
- Aby zagrać split card wybierasz jedną z połówek i zagrywasz tylko tę połowę. Na stosie i jako zaklęcie/brak, liczą się jedynie cechy wybranej połowy; cechy drugiej połowy są ignorowane.
- Jeżeli efekt pozwala ci castować zaklęcie o określonych cechach (np. sorcery o wartości many ≤ X) ze stosu, z cmentarza itp., rozważasz tylko cechy połowy, którą chcesz rzucić (np. możesz rzucić Revival, jeśli jego wartość many spełnia warunek, nawet jeśli druga połowa sprawiłaby, że cała karta miałaby większą wartość).
- Jeśli kopiujesz zaklęcie będące jedną połową split card, kopia jest tą samego połową (kopiujesz Revival → kopia jest Revival, nie Revenge).
- Jeżeli karta w cmentarzu ma X w koszcie, X jest traktowane jako 0 przy sprawdzaniu jej kosztu/cech tam.
- Split card to pojedyncza karta do wszystkich celów, np. przy zrzucaniu liczy się jako jedna karta, przy zliczaniu sorcery w cmentarzu też liczy się raz, a karta posiada dwa imiona (możesz wybrać jedno z nich, gdy efekt wymaga podania imienia).
Przykład 1: Jeśli efekt pozwala ci szukać w bibliotece kartę o wartości many 4 lub mniej, nie znajdziesz tej split karty jeśli suma wartości obu połówek >4. Przykład 2: Jeśli efekt pozwala ci rzucić sorcery z cmentarza o wartości many 2 lub mniej, możesz rzucić Revival (pierwszą połowę), jeżeli ta połowa ma wartość many ≤2, nawet jeżeli druga połowa ma wysoką wartość.
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
A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
If a card in a graveyard has {X} in its mana cost, X is considered to be 0.
To double a player's life total, that player gains as much life as needed so that their life total is twice the number it was before. If their life total was negative, that player loses as much life as needed so that their life total is twice as far below 0 as it was before. Other effects interact with this life gain or loss accordingly.
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