Pegasus Guardian
Creature — Pegasus
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 white Pegasus creature token with flying.

CLB (Commander Legends: Battle for Baldur's Gate) · #36 · EN
Creature — Pegasus // Instant — Adventure
Strony karty
Creature — Pegasus
Instant — Adventure
Wyjaśnienie po polsku
Creature — Pegasus // Instant — Adventure
Karta ma dwie części: instant (Rescue the Foal) i creature (Pegasus Guardian). Rzucenie Rescue the Foal używa tylko cech Adventure; jeśli czar rozwiąże się, karta jest wygnana i potem możesz rzucić ją jeszcze raz jako Pegasusa (permanent). Jeśli czar nie rozwiąże się, nie możesz później rzucać permanentu z tej karty.
To jest karta z Adventure — dwuczęściowa karta: górna część to permanent (Creature — Pegasus) o nazwie Pegasus Guardian, dolna część to czar typu Instant z alternatywną nazwą Rescue the Foal. Gdy rzucasz część Adventure (Rescue the Foal), używasz wyłącznie jej alternatywnych cech: koszty many, kolor, typ (tu Instant — Adventure) i teksty związane z tą częścią. Po tym jak czar Adventure rozwiąże się, zamiast trafiać do twojego grobu, zostaje wygnany; dopóki pozostaje wygnany, możesz później rzucić tę samą kartę jako permanent (czyli jako Pegasus Guardian) korzystając z jej normalnych cech. Jeżeli czar Adventure nie rozwiąże się (np. zostanie skontrowany), karta nie zostaje wygnana i nie możesz jej potem rzucić jako permanentu. Jeżeli efekt kopiuje czar Adventure, ta kopia zostaje wygnana gdy się rozwiąże i nie daje możliwości późniejszego rzucenia permanentu (kopie nie mogą być później rzucone). Pegasus Guardian ma także wyzwalaną umiejętność (opisane w rulingu): jej wyzwalacz wyzeruje się i zadziała nawet jeśli Pegasus Guardian nie był pod twoją kontrolą w chwili, gdy permanent, którym się to wiązało, opuścił pole bitwy. Jeżeli Rescue the Foal wygnie token, token przestaje istnieć i nie wróci. Gdy karta wygnana przez Rescue the Foal zostanie później rzucona z wygnania i wejdzie na pole bitwy, jest to nowy obiekt — nie zachowuje aury, liczników ani połączeń z poprzednim obiektem; aury dołączone do poprzedniego obiektu trafią do grobu swoich właścicieli; opancerzenia (Equipment) pozostaną na polu bitwy, ale nie będą dołączone.
Rzucasz Rescue the Foal (część Adventure). Jeśli czar rozwiąże się, zamiast iść do grobu karta zostaje wygnana. Dopóki jest wygnana, możesz później rzucić tę kartę jako Pegasus Guardian (permanent). Jeśli czar zostanie skontrowany, karta nie zostanie wygnana i nie możesz jej rzucić jako permanentu.
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
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 you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
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.
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.
Pegasus Guardian's triggered ability will trigger even if Pegasus Guardian wasn't under your control at the time the permanent you controlled left the battlefield.
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
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.
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 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.
When the card exiled by Rescue the Foal returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
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.
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.
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