Besotted Knight
Creature — Human Knight

WOE (Wilds of Eldraine) · #4 · EN
Creature — Human Knight // Sorcery — Adventure
"You are no monster to me, my love."
Strony karty
Creature — Human Knight
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Human Knight // Sorcery — Adventure
Karta ma dwie części: stworzenie (Besotted Knight) i przygodę/sorcery (Betroth the Beast). Rzucając Adventure używasz tylko jego cech; jeśli przygoda się rozwiąże, karta idzie do egzilu, skąd możesz potem rzucić stworzenie. Jeśli przygoda zostanie skontrowana, nie otrzymasz możliwości rzucenia stworzenia z egzilu.
Ogólne zasady dotyczące tej karty: jest to karta z Adventure (dwie części na jednej karcie). Lewa połowa (Besotted Knight) to stworzenie: Human Knight. Prawa połowa (Betroth the Beast) to sorcery — to jest jej nazwa przy przygodzie; w rulings nazywane są "Adventure". Gdy chcesz użyć Adventure, rzuć tylko alternatywne cechy podane dla części Adventure — traktuj ją wtedy jak osobny czar (tutaj sorcery). Podczas rzucania Adventure używaj wyłącznie jego alternatywnych cech (kolor, koszt many, wartość many itp.). Jeżeli przygoda rozwiąże się, zamiast iść do grobu karta jest wyeksilowana; dopóki tam pozostaje, możesz rzucić ją jako spell-permanent (tj. zapłacić koszt many stworzenia i wystawić Besotted Knight z egzilu). Jeżeli przygoda opuści stos w inny sposób niż rozstrzygnięcie (np. zostanie skontrowana), nie zostanie wyeksilowana i nie będziesz mógł później rzucić stworzenia z tej karty. Jeżeli karta z Adventure jest kopiowana jako spell, ta kopia zostanie wyeksilowana i nie da możliwości późniejszego rzucenia stworzenia. Karta jest kartą-Stworzeniem we wszystkich strefach poza stosem (oraz na stosie, jeżeli nie jest rzucana jako Adventure) — wtedy jej normalne cechy obowiązują. Jeżeli efekt odnosi się do karty, czaru lub permanenta "that has an Adventure", oznacza to, że karta ma zestaw alternatywnych cech Adventure niezależnie od tego, czy jest używana.
Przykład: Rzucasz Betroth the Beast jako przygodę (sorcery). Jeśli się rozwiąże, wyeksilujesz kartę zamiast kłaść do grobu. Później, w swoim głównym etapie przy pustym stosie, możesz rzucić Besotted Knight z egzilu jako zwykły czar stworzenia.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
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Rulings
If two or more Roles controlled by the same player become attached to a permanent at the same time (perhaps due to an effect such as that of Doubling Season), that player chooses which one to keep and which are put into their owners’ graveyards.
Cards in the Wilds of Eldraine main set create six different Role tokens: Cursed, Monster, Royal, Sorcerer, Wicked, and Young Hero. A seventh Role token, Virtuous, is created by Ellivere of the Wild Court, the commander of the “Virtue and Valor” Commander Deck.
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 Johann, Apprentice Sorcerer (“Once each turn, you may cast an instant or sorcery spell from the top of your library.”) and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.
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 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 a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. This is a state-based action.
Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability.
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.
A permanent can have multiple Roles attached to it if each one is controlled by a different player.
Hexproof and shroud won’t prevent a Role from becoming attached to a permanent if the ability creating that Role attached to that permanent doesn’t target it.
Some spells and abilities that create Role tokens require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. The Role token won’t be created.
In rare cases, a spell or ability might attempt to create a Role token enchanting a permanent that it can’t legally enchant (because of an ability like protection from enchantments). In such cases, the Role token isn’t created.
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, Questing Druid is a green creature card whose mana value is 2. It can’t be the target of Tenacious Tomeseeker’s triggered ability (“return target instant or sorcery card from your graveyard to 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.
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.
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.
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 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.
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.
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