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Rosethorn Acolyte // Seasonal Ritual

ELD (Throne of Eldraine) · #174 · EN

Rosethorn Acolyte // Seasonal Ritual

Creature — Elf Druid // Sorcery — Adventure

"Old battlefields make great gardens. So rich from the blood of the fallen."
RzadkośćCommon
PLN regular0,35 zł
PLN foil0,66 zł
PLN etched—

Rosethorn Acolyte

Creature — Elf Druid

{T}: Add one mana of any color.

Seasonal Ritual

Sorcery — Adventure

Add one mana of any color. (Then exile this card. You may cast the creature later from exile.)

Rosethorn Acolyte // Seasonal Ritual

Stworzenie — Elf Druid // Czary — Przygoda

Brak oryginalnego tekstu Oracle dostarczonego. Zastosuj zasady przygód: gdy zagrasz Seasonal Ritual jako Adventure, używaj tylko jego alternatywnych cech; jeśli się rozwiąże, zostanie wyeksilowany zamiast trafić do grobu i możesz później zagrać część stałą (Rosethorn Acolyte) z wyjścia; jeśli nie rozwiąże się, nie można jej później zagrać jako permanent.

Jak działa karta?

Seasonal Ritual to część Adventure tej karty. Gdy zagrasz go jako przygodę i się rozwiąże, zostaje wyeksilowany i wtedy możesz później zagrać Rosethorn Acolyte jako permanent. Jeśli przygoda nie rozwiąże się, tracisz to prawo.

Ta karta ma część stałą (Rosethorn Acolyte — Creature — Elf Druid) oraz część Adventure (Seasonal Ritual — Sorcery — Adventure). Gdy zagrasz Seasonal Ritual jako czar przygody, traktuj go wyłącznie według jego alternatywnych cech (tekst samego Seasonal Ritual, jego koszt many, kolor, wartość many itd.). Jeżeli Seasonal Ritual rozwiąże się normalnie, zamiast iść do grobu zostaje wyeksilowany; dopóki tam leży, możesz zapłacić normalny koszt i zagrać Rosethorn Acolyte jako permanent. Jeżeli czar przygody nie rozwiąże się (np. zostanie skontrowany), nie zostanie wyeksilowany i nie będziesz mógł później zagrać jego części stałej. Kopie czaru Adventure zachowują się inaczej: kopia, która została utworzona i eksilowana, przestaje istnieć i nie może być zagrania jako permanent.

Ważne interakcje

Częste pomyłki

Przykład

Zagraj Seasonal Ritual jako czar przygody. Jeśli się rozwiąże, zamiast trafić do grobu zostanie wyeksilowany; potem możesz zagrać Rosethorn Acolyte z tego egzilu jako permanent (przestrzegając normalnych ograniczeń czasowych). Jeśli Seasonal Ritual zostanie skontrowany, nie jest eksilowany i nie otrzymujesz prawa do zagrania Rosethorn Acolyte.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Throne of Eldraine (ELD)
Data wydania
2019-10-04
Rzadkość
Common
Artysta
Johannes Voss
Mana value
3
Mana cost
{2}{G} // {G}
Power / Toughness
2 / 3
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
2a0d430f-da84-4752-940c-8457c525aac9
Oracle ID
639a8804-8513-4ba4-8683-ea1e2e5a9530
Słowa kluczowe
—
Tożsamość kolorów
{G}
Produkuje manę
{B}{G}{R}{U}{W}
Dostępne wykończenia
nonfoil, foil
Platformy
arena, paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
10 013
Penny rank
4 839
Multiverse IDs
473136
Arena ID
70321
MTGO ID
78488
TCGplayer ID
198551
Cardmarket ID
399224
Illustration ID
ad4894db-ef51-42e1-8152-f1b79f41e79f
Status obrazu
highres_scan

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 Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.

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.

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 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.

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.

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 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.

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, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.

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.

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