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Velvetwing Butterflies // Gaze in Wonder

HOB (The Hobbit) · #30 · EN

Velvetwing Butterflies // Gaze in Wonder

Creature — Insect // Instant — Adventure

Bilbo's eyes were nearly blinded by the light. He could only hold on and blink at the sight of them.
RzadkośćCommon
PLN regular0,17 zł
PLN foil0,74 zł
PLN etched—

Velvetwing Butterflies

Creature — Insect

Flying

Gaze in Wonder

Instant — Adventure

Tap one or two target creatures. (Then exile this card. You may cast the creature later from exile.)

Velvetwing Butterflies // Gaze in Wonder

Creature — Insect // Instant — Adventure

(Brak oryginalnego tekstu oracle dostarczonego; wyjaśnienia oparte na rulingach dotyczących kart z Adventure.)

Jak działa karta?

Karta ma część przygodową (Gaze in Wonder — instant) i część permanentu (Velvetwing Butterflies — stworzenie). Jeśli zagrasz Adventure i to zaklęcie rozwiąże się, karta zostanie wyeksilowana i wtedy możesz później zagrać ją jako stworzenie. Jeśli Adventure nie rozwiąże się, nie dostaniesz tej możliwości.

Ogólna zasada: karta jest tzw. adventurer card (ma część Adventure). Masz na niej dwie oddzielne rzeczy, którymi możesz grać: część przygodowa (Adventure — tutaj: Gaze in Wonder, instant) i część będącą permanentem (Creature — Velvetwing Butterflies). Ważne punkty z rulingów: 1) Gdy rzucasz część Gaze in Wonder jako Adventure, traktujesz ją wyłącznie przez pryzmat jej alternatywnych cech (czyli cech tej przygody). To oznacza, że jej kolor, koszt many i wartość many oraz tekst zaklęcia są określone tylko przez część Gaze in Wonder. 2) Jeśli to zaklęcie (Adventure) rozwiąże się, zamiast iść na cmentarz karta zostaje wyeksilowana; dopóki jest wyeksilowana, możesz ją zagrać ponownie, ale już jako permanent (czyli rzucić Velvetwing Butterflies używając jej normalnych cech). 3) Jeśli zaklęcie Adventure opuści stos w inny sposób niż rozwiązanie (np. zostało skontrowane, straciło cele), karta nie zostanie wyeksilowana i nie dostaniesz możliwości zagrania jej jako permanentu później. 4) Rzucając Adventure nie jest to rzut za alternatywny koszt — efekty pozwalające rzucać za inny koszt mogą mieć zastosowanie do Adventure, ale samo rzucenie Adventure nie jest „rzuceniem za alternatywny koszt” domyślnie. 5) Karta jest uważana za permanentową kartę (jej normalne cechy) w każdej strefie poza stosikiem, chyba że została zagrana jako Adventure — wtedy na stosie używa się cech alternatywnych. 6) Kopia obiektu, który ma Adventure, także ma Adventure; jeśli kopia zmieni strefę (np. token przestanie istnieć), nie będziesz mógł później z niej korzystać jak z Adventure. 7) Jeśli efekt odnosi się do karty/zaklęcia/permanenta, które „mają Adventure”, nie znajdzie on zaklęcia typu instant/sorcery na stosie, które było zagrane jako Adventure (czyli odwołania do „karty mającej Adventure” zwykle dotyczą karty jako całości, nie samego tymczasowego zaklęcia na stosie).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Rzucasz Gaze in Wonder z ręki jako Adventure. Gdy Gaze in Wonder rozwiąże się, zamiast iść na cmentarz karta zostaje wyeksilowana. Kiedy chcesz później możesz zapłacić koszt many Velvetwing Butterflies i rzucić ją jako stworzenie (musisz przestrzegać zwykłych ograniczeń timingowych na rzucanie stworzeń). Jeśli Gaze in Wonder zostanie skontrowane, karta nie będzie wyeksilowana i nie będziesz mógł zagrać Velvetwing Butterflies z jej normalnych cech.

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
Common
Artysta
Xabi Gaztelua
Mana value
3
Mana cost
{2}{W} // {1}{W}
Power / Toughness
2 / 2
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
5cc0f994-5048-4898-926e-b56cbc97e0ca
Oracle ID
70a702fe-1dd6-4d7b-a85a-45744ecad741
Słowa kluczowe
Flying
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo, arena
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
universesbeyond
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
24 396
Penny rank
—
Multiverse IDs
—
Arena ID
103399
MTGO ID
153976
TCGplayer ID
709465
Cardmarket ID
900602
Illustration ID
6c9d9744-73c7-4167-b58d-ff68706b00b2
Status obrazu
highres_scan

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.

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 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 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 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.

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 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 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 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.

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