Faerie Guidemother
Creature — Faerie

ELD (Throne of Eldraine) · #274 · EN
Creature — Faerie // Sorcery — Adventure
No one is so lost that a faerie can't find them.
Strony karty
Creature — Faerie
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Faerie // Sorcery — Adventure
Gift of the Fae to przygoda: jeśli zagrasz ją jako zaklęcie i rozwiąże się, karta zostaje wyeksilowana, a potem możesz rzucić ją jako Faerie Guidemother. Jeśli przygoda nie rozwiąże się, nie dostaniesz tej opcji.
Faerie Guidemother // Gift of the Fae to karta z mechaniką Adventure. Gift of the Fae to zaklęcie — Adventure; jeśli je zagrasz jako przygodę i zaklęcie rozwiąże się, karta zostanie wyeksilowana zamiast trafić do grobu. Dopóki leży wyeksilowana z tego powodu, możesz rzucić tę samą kartę ponownie jako Faerie Guidemother (stwórzenie). Jeśli zaklęcie nie rozwiąże się (np. zostanie skontrowane lub straci cele), nie zostanie wyeksilowane i nie będziesz mógł później rzucić stworzenia z tej karty. Jeśli karta trafi do wykluczenia z innego powodu, to nie daje to prawa do jej późniejszego rzucenia jako stworzenia. Gdy rzucasz stworzenie z wykluczenia, musisz przestrzegać normalnych ograniczeń czasowych i zasad rzucania stworzeń (zwykle twoja główna faza, stos pusty). Podczas rzucania przygody używasz tylko jej alternatywnych charakterystyk (np. nazwy i kosztu Gift of the Fae); po opuszczeniu stosu karta znów ma swoje normalne charakterystyki jako Faerie Guidemother.
Rzucasz Gift of the Fae jako przygodę. Zaklęcie rozwiązuje się normalnie; zamiast iść do twojego grobu, karta jest wyeksilowana. W twojej następnej głównej fazie, przy pustym stosie, możesz zapłacić koszt Faerie Guidemother i rzucić ją z wykluczenia jako stworzenie.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
Identyfikatory i rankingi
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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.
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.
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.
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.
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, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
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 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 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 Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.
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.
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.
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