Flaxen Intruder
Creature — Human Berserker

ELD (Throne of Eldraine) · #297 · EN
Creature — Human Berserker // Sorcery — Adventure
The middle blade was just right.
Strony karty
Creature — Human Berserker
Sorcery — Adventure
Wyjaśnienie po polsku
Stworzenie — Człowiek Berserker // Czary — Przygoda
Flaxen Intruder to stworzenie z Adventure Welcome Home. Jego wejście daje wyzwalaną zdolność, którą możesz rozwiązać po poświęceniu stworzenia, co powoduje natychmiastowe pojawienie się kolejnej zdolności niszczącej artefakt lub enchantment. Jeśli rzucisz Welcome Home jako przygodę i czar rozwiąże się, karta zostanie wyeksilowana i wtedy możesz rzucić ją później jako stworzenie; jeśli czar nie rozwiąże się, nie będzie tej możliwości.
Flaxen Intruder // Welcome Home to karta z Adventure: część permanentowa to stworzenie (Flaxen Intruder), a część Adventure to sorcery (Welcome Home). Zasadnicze konsekwencje zasadowe z rulings: - Gdy Flaxen Intruder wchodzi na pole bitwy, jego wyzwalana zdolność trafia na stos bez celu. W trakcie rozwiązywania tej zdolności możesz poświęcić Flaxen Intruder; jeśli to zrobisz, powstaje refleksyjna zdolność, która wtedy wybiera artefakt lub enchantment do zniszczenia. Po poświęceniu gracze mogą zareagować przed zniszczeniem. - Gdy rzucasz Adventure (Welcome Home), traktuj wyłącznie jego alternatywne cechy. Po rozwiązaniu czaru zostaje wyeksilowany i dopóki tam pozostaje możesz rzucić go później jako permanent (czyli jako sam Flaxen Intruder). Jeśli czar opuszcza stos w inny sposób niż przez rozwiązanie (np. zostanie skontrowany), nie zostanie wyeksilowany i nie otrzymasz prawa do rzucenia go jako permanent.
Przykład: Rzucasz Welcome Home jako przygodę. Gdy się rozwiąże, zamiast iść na cmentarz, karta jest wyeksilowana. Teraz możesz w dowolnym momencie, jeśli masz prawo do rzucania permanentów (np. w swojej głównej fazie, gdy stos jest pusty), zapłacić koszty i rzucić Flaxen Intruder jako stworzenie. Jeśli Welcome Home zostało skontrowane, nie będzie wyeksilowane i nie będziesz mógł później rzucić Flaxen Intruder z tego exila.
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
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.
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.
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.
Flaxen Intruder's triggered ability goes on the stack without a target. While that ability is resolving, you may sacrifice it. When you do, the reflexive triggered ability triggers and you pick a target artifact or enchantment to be destroyed. This is different from effects that say "If you do . . ." in that players may take actions after you've sacrificed Flaxen Intruder but before the artifact or enchantment is destroyed.
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 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 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 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 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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"premodern": "not_legal",
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