Aquatic Alchemist
Creature — Elemental

WOE (Wilds of Eldraine) · #40 · EN
Creature — Elemental // Sorcery — Adventure
Strony karty
Creature — Elemental
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Elemental // Sorcery — Adventure
Karta ma dwie części: Adventure (Bubble Up — sorcery) i permanent (Aquatic Alchemist — creature). Gdy zagrasz Bubble Up i ten czar rozwiąże się, karta zostanie wyeksilowana i wtedy możesz zagrać Aquatic Alchemist z eksilu. Jeśli Adventure nie rozwiąże się, nie dostaniesz prawa do zagrania stworzenia.
Ogólna zasada: karta z Adventure ma dwie oddzielne „wersje” — alternatywne cechy Adventure (tu: „Bubble Up”, Sorcery — Adventure) oraz normalne cechy karty permanentu (tu: „Aquatic Alchemist”, Creature — Elemental). Gdy zagrasz część Adventure (Bubble Up), traktujesz ją wyłącznie przez pryzmat jej alternatywnych cech: kolor, koszt, typ i inne są takie, jakie są podane przy Adventure. Jeśli ten czar rozwiąże się normalnie, zamiast iść na cmentarz karta zostanie wyeksilowana. Dopóki ta wyeksilowana karta tam pozostaje, możesz ją zagrać jako permanent (czyli stworzenie Aquatic Alchemist) — wtedy używasz normalnych cech karty (jej koszt many, typu, zdolności itp.). Jeśli Adventure nie rozwiąże się (zostanie skontrowany lub nie będzie legalnych celów i tym samym opuści stos w inny sposób niż rozwiązywanie), karta nie zostanie wyeksilowana i nie uzyskasz prawa do zagrania stworzenia później. Jeśli kopia Adventure zostanie stworzona przez efekt kopiujący, ta kopia zostanie wyeksilowana przy rozwiązywaniu, lecz szybko przestanie istnieć i nie pozwoli na późniejsze zagranie stworzenia. Karta będąca w cmentarzu lub innej strefie (poza stosem) jest traktowana jako karta permanentu — tzn. Bubble Up w cmentarzu nie jest czarem i nie można go tak użyć.
Przykład: zagrasz Bubble Up jako sorcery. Gdy rozwiąże się poprawnie, karta trafia do eksilu zamiast na cmentarz. Możesz potem zagrać Aquatic Alchemist z eksilu jako stworzenie, płacąc jego koszt stworzenia. Jeśli Bubble Up zostanie skontrowany, Aquatic Alchemist nie trafi do eksilu i nie będziesz mógł zagrać go później.
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Rulings
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.
Adventurer cards aren't instant or sorcery cards while they're in your graveyard. You can't use Bubble Up to put an adventurer card from your graveyard on top of your library.
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 Johann, Apprentice Sorcerer (“Once each turn, you may cast an instant or sorcery spell from the top of your library.”) and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.
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.
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.
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 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.
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.
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 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 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, Questing Druid is a green creature card whose mana value is 2. It can’t be the target of Tenacious Tomeseeker’s triggered ability (“return target instant or sorcery card from your graveyard to your hand”).
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.
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