Shepherd of the Flock
Creature — Human Peasant

PRM (Magic Online Promos) · #78802 · EN
Creature — Human Peasant // Instant — Adventure
Not all heroes carry swords.
Strony karty
Creature — Human Peasant
Instant — Adventure
Wyjaśnienie po polsku
Creature — Human Peasant // Instant — Adventure
Zagraj najpierw stronę Adventure (Usher to Safety). Jeżeli ten instant rozwiąże się, karta zostanie wyeksilowana i wtedy możesz ją później zagrać jako stworzenie (Shepherd of the Flock). Jeśli Adventure nie rozwiąże się lub karta trafi do exile inną drogą, nie uzyskasz tego prawa.
Strona Adventure: "Usher to Safety" jest instantem i ma swoje własne cechy (kolor, koszt, typ). Gdy zagrasz "Usher to Safety" jako spell, traktujesz go wyłącznie według tych alternatywnych cech. Kiedy ten spell rozwiąże się, zamiast iść do grobu karta jest wyeksilowana. Dopóki ta konkretna karta pozostaje w exile, jej właściciel może ją później zagrać jako permanent (Shepherd of the Flock). Jeśli jednak spell nie rozwiąże się (np. zostanie skontrowany) albo karta trafi do exile z innego powodu, nie dostaniesz pozwolenia na zagranie jej jako permanent. Jeżeli efekt tworzy kopię tego Adventure spella, ta kopia po rozwiązaniu zostanie wyeksilowana, ale kopia nie daje prawa do zagrania jako permanent — tylko oryginalna karta może być później zagrana jako criatura po własnym Adventure.
Przykład: Na swojej turze odgrywasz "Usher to Safety" (instant). Gdy spell się rozwiąże, karta zamiast do grobu trafia do exile. W późniejszej main phase, gdy stos jest pusty, możesz zapłacić koszt Many za stronę creature i zagrać "Shepherd of the Flock" z exile jako stworzenie. Jeśli "Usher to Safety" zostało skontrowane, karta nie trafi do exile i nie będziesz mógł zagrać "Shepherd of the Flock".
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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.
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 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.
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 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.
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.
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 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.
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