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Glóin the Mighty // Easy Pickings

HOB (The Hobbit) · #99 · EN

Glóin the Mighty // Easy Pickings

Legendary Creature — Dwarf Warrior // Sorcery — Adventure

RzadkośćUncommon
PLN regular0,48 zł
PLN foil0,31 zł
PLN etched—

Glóin the Mighty

Legendary Creature — Dwarf Warrior

At the beginning of your first main phase, add {R}{R}.

Easy Pickings

Sorcery — Adventure

Easy Pickings deals 1 damage to each creature your opponents control. (Then exile this card. You may cast the creature later from exile.)

Glóin the Mighty // Easy Pickings

Legendary Creature — Dwarf Warrior // Sorcery — Adventure

(Brak oryginalnego tekstu Oracle dostarczonego przez użytkownika; wyjaśnienia bazują na rulingach dotyczących mechaniki Adventure przekazanych w danych.)

Jak działa karta?

Adventure to alternatywna połowa karty. Rzucając Easy Pickings używasz tylko cech Adventure; po rozwiązaniu karta jest wygnana i możesz potem zagrać Glóin the Mighty jako permanent. Jeśli Adventure nie rozwiąże się, nie dostaniesz tej możliwości.

Glóin the Mighty // Easy Pickings to karta z dwiema częściami: część permanentowa (legendarny stwór — Krasnolud Wojownik) i część Adventure (czar — Sorcery — Adventure). Gdy rzucasz Easy Pickings jako Adventure, traktujesz tę połowę karty wyłącznie według jej alternatywnych cech (tekst Adventure, koszt, kolor, wartość many itp.). Gdy to zaklęcie rozwiąże się, zamiast trafiać na cmentarz karta zostaje wyeksilowana; dopóki tam jest, możesz — w odpowiednim czasie i spełniając normalne warunki rzucania permanentów — zagrać Glóin the Mighty używając jego normalnych cech (legendarny stwór). Jeśli jednak zaklęcie Adventure zostało skontrowane lub opuściło stos w inny sposób niż przez rozwiązanie, karta nie zostanie wyeksilowana i nie możesz później zagrać jej jako permanentu. Istotne punkty: używaj tylko alternatywnych cech podczas rzucania Adventure; legalność rzucenia sprawdzasz względem tych cech; jeśli karta jest w innej strefie niż stos, jest traktowana jako karta permanentu i ma normalne cechy; jeśli karta znalazła się w wygnaniu innymi środkami, to to nie daje prawa do zagrania jej jako permanentu.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Zagrano Easy Pickings jako Adventure i zaklęcie się rozwiązało. Karta idzie do wygnania; w późniejszej głównej fazie możesz zapłacić koszt many Glóin the Mighty i zagrać go jako legendarny stwór. Inny przykład: jeśli Easy Pickings zostało skontrowane na stosie, nie trafi do wygnania i nie możesz już zagrać Glóina z tej karty.

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

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Set
The Hobbit (HOB)
Data wydania
2026-08-14
Rzadkość
Uncommon
Artysta
Colin Boyer
Mana value
4
Mana cost
{3}{R} // {2}{R}
Power / Toughness
4 / 3
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
5793b8eb-2fc5-454d-8fa2-20346fef167a
Oracle ID
6505a53b-00db-44c4-8eaa-09a1a01451a4
Słowa kluczowe
—
Tożsamość kolorów
{R}
Produkuje manę
{R}
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo, arena
Cechy wydruku
Standardowy wydruk
Efekty ramki
legendary
Typ promocji
universesbeyond
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
7 895
Penny rank
—
Multiverse IDs
—
Arena ID
103476
MTGO ID
154130
TCGplayer ID
708795
Cardmarket ID
900326
Illustration ID
2dc7b931-b20e-4561-9021-8a6c3cf021f6
Status obrazu
highres_scan

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 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.

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.

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.

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.

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.

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.").

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.

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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