Smaug, the Great Calamity
Legendary Creature — Dragon

HOB (The Hobbit) · #109 · EN
Legendary Creature — Dragon // Sorcery — Adventure
"My armor is like tenfold shields, my teeth are swords, my wings a hurricane, and my breath death!"
Strony karty
Legendary Creature — Dragon
Sorcery — Adventure
Wyjaśnienie po polsku
Legendary Creature — Dragon // Sorcery — Adventure
To jest karta z Adventure: możesz najpierw rzucić Spew Flame (sorcery). Jeśli to spell rozwiąże się, karta trafia do egzylu i wtedy możesz zagrać ją stamtąd jako Smaug, the Great Calamity (permament). Rzucanie Adventure używa tylko cech Adventure.
Karta ma dwie oddzielne części: Smaug, the Great Calamity (legendarna bestia — Dragon) jako permanent oraz Spew Flame (sorcery — Adventure) jako czar przygody. Gdy rzucasz stronę Adventure (Spew Flame), używasz wyłącznie jej alternatywnych cech (kolor, koszt many, wartość many, typ — tu: sorcery). To oznacza, że wszystkie efekty sprawdzające np. czy możesz rzucić czar patrzą tylko na cechy przygody. Jeśli Spew Flame zostanie rzucone jako Adventure i rozwiąże się, zamiast trafiać do grobu wygnane jest na egzyl. Gracz, który je rzucił, może przez pewien czas (dopóki karta pozostaje w egzylu) zagrać ją ponownie jako permanent (czyli jako Smaug, the Great Calamity) używając jej podstawowych cech. Jeśli Adventure nie rozwiąże się (np. zostanie skontrowany lub jego cele staną się nielegalne), karta nie trafi do egzylu i potem nie można jej zagrać jako permanent z egzilu.
Przykład: zagrasz Spew Flame jako Adventure i on rozwiąże się — po rozwiązaniu karta idzie do egzylu. W tym momencie możesz później (tylko w normalnym czasie zagrywania stworzeń, np. w swojej głównej fazie, gdy stos jest pusty) zagrać Smaug, the Great Calamity z egzilu jako stworzenie. Jeśli Spew Flame zostanie skontrowane, karta nie idzie do egzylu i nie możesz później zagrać Smauga z egzilu.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
Identyfikatory i rankingi
Market i źródła zewnętrzne
Rulings
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.
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, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").
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.
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 cast it as a permanent later.
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.
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 Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.
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.
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 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.
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