Hildibrand Manderville
Legendary Creature — Human Detective
When Hildibrand Manderville dies, you may cast it from your graveyard as an Adventure until the end of your next turn.

FIC (Final Fantasy Commander) · #173 · EN
Legendary Creature — Human Detective // Instant — Adventure
Strony karty
Legendary Creature — Human Detective
Instant — Adventure
Wyjaśnienie po polsku
Legendary Creature — Human Detective // Instant — Adventure
Gentleman's Rise to Adventure: jeśli rozwiąże się, karta zostaje wyeksilowana i możesz później zagrać ją jako Hildibrand Manderville z tego egzilu, płacąc normalny koszt i przestrzegając ograniczeń czasowych. Jeśli Adventure nie rozwiąże się, nie trafia do egzilu i nie możesz go potem zagrać.
Hildibrand Manderville // Gentleman's Rise to karta z dwiema częściami: stworzeniem (Hildibrand Manderville) i alternatywnym czarem typu Adventure (Gentleman's Rise). Kiedy rzucasz część Adventure (Gentleman's Rise) jako czar, jeśli czar się rozwiąże, zamiast iść do grobu karta jest wyeksilowana. Dopóki pozostaje w tym egzylu z powodu własnego rozwiązywania, możesz później zagrać ją ponownie używając jej głównych cech — czyli wtedy jako legendarną istotę Hildibrand Manderville, płacąc jej koszt many i przestrzegając normalnych ograniczeń czasowych. Jeżeli jednak czar Adventure nie rozwiąże się (zostanie skontrowany lub nie będzie miał legalnych celów), karta nie zostanie wyeksilowana i nie otrzymasz możliwości zagrania jej później z egzilu.
Ważne szczegóły dotyczące reguł: gdy karta leży gdziekolwiek poza stosu, używasz tylko jej zwykłych (nie-Adventure) cech; gdy jest na stosie jako Adventure, używasz tylko cech Adventure. Jeśli jakieś efekty pozwalają ci zagrać kartę z egzilu, musisz nadal stosować się do ograniczeń czasowych i zapłacić koszty wymagane przy zagraniu jej jako stworzenia (chyba że jakieś inne efekty zmieniają koszty). Kopie Adventure też mają Adventure, ale kopia wyeksilowana przy rozwiązywaniu nie stanie się potem grywalną kartą stworzenia.
Przykład: Rzucasz Gentleman's Rise jako Adventure. Gdy czar rozwiąże się, karta zostaje wyeksilowana. Na swojej następnej turze podczas głównej fazy możesz zagrać Hildibrand Manderville z egzilu, płacąc jego koszt many i przestrzegając zwykłych zasad zagrywania stworzeń. Jeśli jednak Gentleman's Rise zostanie skontrowane podczas rozwiązania, karta nie trafi do egzilu — nie będziesz mógł zagrać Hildibrand Manderville z egzilu.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
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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 play that card from exile later.
You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.
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 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 follow the normal timing permissions and restrictions for Gentleman's Rise when casting it with the permission of Hildibrand Manderville's triggered ability. You must pay its mana cost (or, if another effect allows, an alternative cost).
An adventurer card uses only its non-Adventure characteristics 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, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."
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 Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.
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 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 play 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 play it with its primary characteristics.
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.
When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting 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.
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