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Bramble Familiar // Fetch Quest

WOE (Wilds of Eldraine) · #283 · EN

Bramble Familiar // Fetch Quest

Creature — Elemental Raccoon // Sorcery — Adventure

RzadkośćRare
PLN regular2,49 zł
PLN foil5,20 zł
PLN etched—

Bramble Familiar

Creature — Elemental Raccoon

{T}: Add {G}.
{1}{G}, {T}, Discard a card: Return this creature to its owner's hand.

Fetch Quest

Sorcery — Adventure

Mill seven cards. Then put a creature, enchantment, or land card from among the milled cards onto the battlefield.

Bramble Familiar // Fetch Quest

Creature — Elemental Raccoon // Sorcery — Adventure

Brak podanego tekstu Oracle w źródle. Zastosuj standardowe reguły Adventure: część Adventure to oddzielny spell (używa tylko alternatywnych cech przygody). Jeśli spell Adventure rozwiąże się, karta jest wyexilowana zamiast trafić do grobu; dopóki jest w tym exilu, można ją rzucić jako permanent. Jeśli spell Adventure nie rozwiąże się lub opuści stos w inny sposób, karta nie zostanie wyexilowana i nie będzie można jej później rzucić jako permanent.

Jak działa karta?

Adventure: jeśli rzucisz Fetch Quest i to rzucenie rozwiąże się, karta zostaje wyexilowana i możesz potem rzucić ją jako Bramble Familiar (permanent). To prawo istnieje tylko gdy exilowanie nastąpiło w wyniku rozwiązywania tej przygody; musisz też przestrzegać zwykłych ograniczeń czasowych dla castowania permanentów.

Bramble Familiar // Fetch Quest to karta z mechaniką Adventure: ma część-creature (Bramble Familiar) i część-adventure (Fetch Quest). Gdy rzucasz część Adventure (Fetch Quest), traktujesz tę akcję jak rzucenie instants/sorcery o cechach podanych tylko przy tej przygodzie. Jeśli to rzucenie rozwiąże się poprawnie, karta zamiast iść do grobu zostaje wyexilowana; dopóki tam pozostaje, możesz (jednorazowo) rzucić ją ponownie jako spell będący permanentem (czyli jako Bramble Familiar). To pozwolenie powstaje tylko jeśli to konkretne rzucenie jako Adventure wyexilowało kartę. Jeśli karta trafi do exilu w inny sposób, nie zyskujesz prawa do rzutia jej jako permanenta. Jeśli przygodę z counterowano lub jej rozwiązywanie nie nastąpiło, nic nie zostanie wyexilowane i nie będziesz mógł potem rzucić tej karty jako permanenta. Musisz także przestrzegać normalnych ograniczeń czasowych dla castowania permanenta z exilu (zwykle twoja główna faza z pustym stosem). Kiedy karta znajduje się poza stosu (np. w graveyard), jest traktowana jako normalna karta permanentowa — ignore alternatywne cechy przygody.

Ważne interakcje

Częste pomyłki

Przykład

Rzucasz Fetch Quest (Adventure). Jeśli Resolve'uje, ta karta jest wyexilowana zamiast trafić do grobu. Dopóki jest w exilu z tego powodu, możesz ją raz rzucić jako Bramble Familiar (permanent) — ale tylko zgodnie z normalnymi zasadami castowania permanentów (np. w swojej głównej fazie, gdy stos jest pusty). Jeśli Fetch Quest został zcounterowany, karta nie trafi do exilu i nie możesz potem rzucić Bramble Familiar z exilu.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Wilds of Eldraine (WOE)
Data wydania
2023-09-08
Rzadkość
Rare
Artysta
Alayna Danner
Mana value
2
Mana cost
{1}{G} // {5}{G}{G}
Power / Toughness
2 / 2
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
1ee74605-63be-41cd-a6ba-1b33f8094ec9
Oracle ID
68f36dfa-bbd2-4860-b09b-37e35136be72
Słowa kluczowe
Mill
Tożsamość kolorów
{G}
Produkuje manę
{G}
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
showcase
Typ promocji
boosterfun
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
3 688
Penny rank
2 643
Multiverse IDs
632235
Arena ID
—
MTGO ID
116016
TCGplayer ID
512715
Cardmarket ID
730318
Illustration ID
7800832a-abdf-4f1d-aa6a-d6c72e8337d6
Status obrazu
highres_scan

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.

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.

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.

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 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 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 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.

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.

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. 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 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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