Ghost Lantern
Artifact — Equipment
Equip {1}

CLB (Commander Legends: Battle for Baldur's Gate) · #128 · EN
Artifact — Equipment // Instant — Adventure
Strony karty
Artifact — Equipment
Instant — Adventure
Wyjaśnienie po polsku
Artifact — Equipment // Instant — Adventure
To jest karta Adventure: Bind Spirit to jej część instant; Ghost Lantern to część permanent (Artifact — Equipment). Jeśli zagrana zostanie część Adventure i rozwiąże się, karta trafia do eksilu, skąd możesz potem zagrać ją jako Ghost Lantern. Przy castowaniu Adventure używasz tylko cech tej części. Jeśli Adventure nie rozwiąże się, nie dostaniesz możliwości zagrać permanentu.
Karta jest dwuczęściowa: część Adventure to Bind Spirit (Instant — Adventure), a część permanentu to Ghost Lantern (Artifact — Equipment). Możesz zagrać Bind Spirit jako instant (to jest ‚cast as an Adventure’). Gdy castujesz tę część jako Adventure, używasz tylko jej alternatywnych charakterystyk (czyli tych napisanych dla Bind Spirit) do ustalenia wszystkiego związanego ze spellem: koszt many, koloru, legalności momentu itp. Gdy ten spell rozwiąże się, zamiast iść na cmentarz karta jest wyeksilowana; dopóki pozostaje w exile, możesz ją później zagrać jako permanent (Ghost Lantern — Artifact — Equipment) normalnie (jako permanent spell). Jeśli jednak Bind Spirit zostało skontrowane lub w inny sposób nie rozwiązało się, karta nie zostanie wyeksilowana i nie otrzymasz pozwolenia, by później zagrać Ghost Lantern z exilu. Jeżeli karta znajduje się w innej strefie niż stos (np. graveyard, library, battlefield), jest traktowana jako zwykła karta permanentu i zamiast charakterystyk Adventure bierze się jej normalne charakterystyki (np. mana value = wartość mana napisana przy permanentowej części). Kopie Adventure zachowują się inaczej: kopia zostanie wyeksilowana przy rozwiązywaniu, ale nie możesz jej potem zagrać jako permanent (nie daje pozwolenia na cast z exilu). Jeśli jakiś efekt pozwala zagrać spell za alternatywny koszt lub bez płacenia many, może on dotyczyć części Adventure i być do niej zastosowany.
Przykład: W twojej turze odpalasz Bind Spirit (instant) z ręki jako Adventure i opłacasz jego koszt. Gdy resolves, karta idzie do exile zamiast na cmentarz. Teraz w dowolnym momencie, w którym legalne jest zagranie artefaktu Equipment (zwykle w głównej fazie, gdy stos jest pusty), możesz zapłacić koszt zagrania Ghost Lantern i zagrać ją z exilu jako Artifact — Equipment. Jeśli natomiast Bind Spirit został skontrowany, karta nie trafi do exilu i nie możesz później zagrać Ghost Lantern z exilu.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
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Rulings
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
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.
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, Altar of Bhaal is an artifact card whose mana value is 2.
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.
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 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.
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.
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 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 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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