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Frolicking Familiar // Blow Off Steam

WOE (Wilds of Eldraine) · #226 · EN

Frolicking Familiar // Blow Off Steam

Creature — Otter Wizard // Instant — Adventure

RzadkośćUncommon
PLN regular0,70 zł
PLN foil1,05 zł
PLN etched—

Frolicking Familiar

Creature — Otter Wizard

Flying
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn.

Blow Off Steam

Instant — Adventure

Blow Off Steam deals 1 damage to any target. (Then exile this card. You may cast the creature later from exile.)

Frolicking Familiar // Blow Off Steam

Creature — Otter Wizard // Instant — Adventure

(Brak tekstu Oracle przekazanego; poniższe to tłumaczenie zasad dotyczących Adventur.) Gdy zagrywasz tę kartę jako Adventure (Blow Off Steam), stosuj tylko cechy tej alternatywnej części (jest to instant — Adventure). Jeśli Adventure rozwiąże się, wygnaj kartę zamiast wkładać ją do grobu; dopóki pozostaje wygnana w ten sposób, możesz następnie zagrać ją jako zaklęcie permanentne (Frolicking Familiar). Jeśli Adventure opuszcza stos w inny sposób niż przez rozwiązanie (np. zostało skontrowane), karta nie zostanie wygnana i nie będziesz mógł zagrać jej jako permanenta. Kopia Adventure, która rozwiązuje się, zostaje wygnana, lecz natychmiast przestaje istnieć i nie może zostać zagrana jako permanent.

Jak działa karta?

This card can be cast first as the Adventure instant Blow Off Steam. If that Adventure resolves, exile the card; while it’s exiled this way you may later cast the card as the creature Frolicking Familiar. If the Adventure doesn’t resolve (is countered or otherwise fails), you don’t get the creature cast option.

To resolve how this card works, treat it as two things: an Adventure spell (Blow Off Steam — an instant) and a creature card (Frolicking Familiar). Important points from the rules and rulings: 1) Casting the Adventure: When you cast Blow Off Steam, you are casting the Adventure spell. Use only the Adventure’s characteristics (its type as an instant, its mana cost, color, rules text shown for Blow Off Steam) to determine whether you may cast it (timing, targets, effects that care about spells on the stack). 2) If the Adventure resolves: As Blow Off Steam resolves, instead of going to the graveyard it is exiled. While that card remains exiled because it resolved as an Adventure, you may cast it later as a creature spell (Frolicking Familiar) following the normal timing for creature spells (usually your main phase when the stack is empty). 3) If the Adventure is countered or otherwise leaves the stack without resolving: It will not be exiled by that resolution and you won’t get the option to cast the creature from exile. 4) Copies of the Adventure: If an effect copies Blow Off Steam on the stack, that copy is exiled as it resolves but the copy immediately ceases to exist as a state-based action; you cannot later cast that copy as a permanent. 5) Zones and characteristics: Except while the Adventure is on the stack as an Adventure spell, the card is a creature card with its normal characteristics in zones like your graveyard, hand, or battlefield. 6) Other effects: Effects that allow casting spells for alternate costs or without paying mana may apply to the Adventure spell if they’re applicable; but when checking legality for the Adventure, consider only the Adventure’s characteristics.

Ważne interakcje

Częste pomyłki

Przykład

Example: You cast Blow Off Steam (the Adventure) as an instant on your opponent’s turn. It resolves and is exiled. Later on your turn during your main phase you may cast Frolicking Familiar from exile as a creature. If instead Blow Off Steam was countered, it won’t be exiled and you can’t cast the creature.

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

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Set
Wilds of Eldraine (WOE)
Data wydania
2023-09-08
Rzadkość
Uncommon
Artysta
Brian Valeza
Mana value
3
Mana cost
{2}{U} // {R}
Power / Toughness
2 / 2
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
64c432d5-4f5b-44ac-9d61-891e78460d58
Oracle ID
bbb6867f-7186-41de-9828-21be469178c1
Słowa kluczowe
Flying
Tożsamość kolorów
{R}{U}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, arena, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
8 551
Penny rank
9 178
Multiverse IDs
629727
Arena ID
86942
MTGO ID
116808
TCGplayer ID
512186
Cardmarket ID
728103
Illustration ID
1c8adbd3-8337-46ac-bc89-afdb6dff2b9a
Status obrazu
highres_scan

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 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.

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, 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 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.

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.

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 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 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 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.

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