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Hypnotic Sprite // Mesmeric Glare

WOC (Wilds of Eldraine Commander) · #96 · EN

Hypnotic Sprite // Mesmeric Glare

Creature — Faerie // Instant — Adventure

RzadkośćUncommon
PLN regular0,66 zł
PLN foil—
PLN etched—

Hypnotic Sprite

Creature — Faerie

Flying

Mesmeric Glare

Instant — Adventure

Counter target spell with mana value 3 or less. (Then exile this card. You may cast the creature later from exile.)

Hypnotic Sprite // Mesmeric Glare

Creature — Faerie // Instant — Adventure

Brak podanego tekstu Oracle w wejściowych danych; wyjaśnienia bazują na opublikowanych rulingach dotyczących mechaniki Adventure.

Jak działa karta?

To jedna karta z dwiema częściami: Adventure (Mesmeric Glare) i główną częścią (Hypnotic Sprite). Grając Adventure używasz tylko cech Adventure; jeśli Adventure rozwiąże się, karta jest wyeksilowana i potem możesz zagrać ją jako stwora. Jeśli Adventure nie rozwiąże się (np. zostanie skontrowane), nie możesz potem zagrać karty z wygnania.

Karta ma dwie części: Hypnotic Sprite (creature — Faerie) jako główna część i Mesmeric Glare (instant — Adventure) jako alternatywa Adventure. Jeśli zagrasz Mesmeric Glare jako Adventure (jako instant), traktujesz tylko cechy tej części: koszt many, kolor, tekst i typ to tylko to, co jest napisane przy Mesmeric Glare. Gdy ta sztuka rozwiąże się, zamiast trafiać do cmentarza zostanie wyeksilowana; dopóki pozostaje w tym wygnaniu, możesz zagrać tę samą kartę ponownie jako Hypnotic Sprite (czyli jako stwora) korzystając z jej normalnych cech. Jeśli jednak sztuka Adventure opuszcza stos w inny sposób niż przez rozwiązanie (na przykład zostanie skontrowana), nie zostanie wyeksilowana i nie będziesz mógł później zagrać tej karty jako Hypnotic Sprite z wygnania. Kopie Adventure i kopiowane obiekty, które mają Adventure, mają szczególne zasady opisane powyżej (kopie exilują się i przestają istnieć; kopie stałego obiektu dziedziczą Adventure, lecz po zmianie strefy mogą przestać istnieć lub przestać być kopią).

Ważne interakcje

Częste pomyłki

Przykład

Gdy zagrasz Mesmeric Glare jako instant i pozwoli mu się rozwiązać, karta zostanie wyeksilowana zamiast trafić do cmentarza. Możesz potem zagrać ją z wygnania jako Hypnotic Sprite. Jeśli Mesmeric Glare zostanie skontrowane, karta nie zostanie wyeksilowana i nie możesz jej zagrać jako stwora z wygnania.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Wilds of Eldraine Commander (WOC)
Data wydania
2023-09-08
Rzadkość
Uncommon
Artysta
Irina Nordsol
Mana value
2
Mana cost
{U}{U} // {2}{U}
Power / Toughness
2 / 1
Layout / frame
adventure / 2015
Foil / nonfoil
nonfoil
Scryfall ID
277be901-e906-401e-8cd1-221e70b078e6
Oracle ID
1f9efad1-9f51-47aa-a5a7-9c8103435a01
Słowa kluczowe
Flying
Tożsamość kolorów
{U}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Reprint
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
5 778
Penny rank
1 804
Multiverse IDs
633322
Arena ID
—
MTGO ID
117108
TCGplayer ID
513673
Cardmarket ID
730063
Illustration ID
e6316eeb-83cc-4cac-a94c-3dee4aa48ae5
Status obrazu
highres_scan

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 play the copy as a permanent.

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.

When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting 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 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 Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.

You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

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 play it with its primary characteristics.

An adventurer card uses only its non-Adventure characteristics 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, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."

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 play it using its primary characteristics. 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 play that card from exile later.

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.

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