Bellowing Bruiser
Creature — Ogre

WOE (Wilds of Eldraine) · #121 · EN
Creature — Ogre // Sorcery — Adventure
You can't give an ogre the runaround.
Strony karty
Creature — Ogre
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Ogre // Sorcery — Adventure
Beat a Path to część Przygodowa tej karty. Jeśli ta przygoda rozwiąże się normalnie, karta zostaje wyeksilowana i potem możesz rzucić z eksilu Bellowing Bruiser jako stworzenie. Jeśli przygoda nie rozwiąże się (np. zostanie skontrowana) lub została wyeksilowana w inny sposób, nie otrzymujesz prawa do rzucenia stworzenia.
Ogólna zasada: karta z Adventure ma dwie części — przygodę (tu: Beat a Path, sorcery) oraz permanent (tu: Bellowing Bruiser, creature — Ogre). Gdy rzucasz Beat a Path, traktujesz tylko cechy tej przygody (sorcery): jej koszt, kolor, wartość many i tekst to są jedyne cechy, które się liczą podczas rzucania i rozwiązywania. Jeśli Beat a Path rozwiąże się normalnie, zamiast trafić do grobu karta zostaje wyeksilowana. Dopóki pozostaje wyeksilowana wskutek własnego rozwiązywania, możesz potem rzucić tę samą kartę jako permanent (Bellowing Bruiser) — to jest szczególne pozwolenie dawane przez mechanikę Przygody. Jeżeli przygoda opuszcza stos w inny sposób (np. została skontrowana lub wyeksilowana zanim zdążyła rozwiązać się samodzielnie), nie zostanie wyeksilowana jako efekt rozwiązania i nie dostaniesz prawa do rzucenia stworzenia. Dodatkowe informacje z rulings: karta jest uważana za „permanentową kartę” we wszystkich strefach poza stosem (oraz na stosie, jeśli nie została rzucona jako Przygoda) — w tych momentach ignorujesz cechy przygody i patrzysz na normalne cechy karty. Jeśli efekt odnosi się do obiektu, które „ma Przygodę”, to dotyczy również alternatywnych cech tej przygody. Kopie przygody są traktowane odrębnie — kopia zostaje wyeksilowana przy rozwiązywaniu i nie da się jej potem rzucić jako permanentu. Musisz też przestrzegać ograniczeń timingowych przy rzucaniu permanentu z eksilu (zwykle tylko w swojej głównej fazie, gdy stos jest pusty).
Przykład: Rzucasz Beat a Path jako sorcery. Jeśli rozwiąże się normalnie, karta zamiast iść do grobu zostaje wyeksilowana. W dowolnym momencie później, jeśli możesz rzucać stworzenia, możesz zapłacić koszt Bellowing Bruiser i rzucić je z eksilu. Jeśli Beat a Path zostało skontrowane na stosie, karta nie zostanie wyeksilowana i nie będziesz mógł później rzucić Bellowing Bruiser z eksilu.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
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Rulings
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.
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 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.
If two targets are chosen for Beat a Path and one of them becomes an illegal target but not the other, the legal target will be unable to block and Beat a Path will be exiled. If both targets are illegal, Beat a Path will be put into its owner's graveyard.
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.
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.
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 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.
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.
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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