Lonesome Unicorn
Creature — Unicorn

PLST (The List) · #ELD-21 · EN
Creature — Unicorn // Sorcery — Adventure
Strony karty
Creature — Unicorn
Sorcery — Adventure
Wyjaśnienie po polsku
Stworzenie — Unicorn // Zaklęcie — Przygodowe (Adventure)
To jest karta z Adventure: najpierw możesz rzucić Rider in Need jako zaklęcie; jeśli się rozwiąże, karta idzie do egzilu i potem możesz rzucić Lonesome Unicorn jako permanent. Jeśli Adventure nie rozwiąże się lub jest wyeksmitowane innym sposobem, nie dostajesz prawa do rzucenia permanentu.
Karta ma dwie części: Lonesome Unicorn (stworzenie) oraz Rider in Need (Adventure — czar). Możesz zagrać część Adventure (Rider in Need) jako zaklęcie. Jeśli to zaklęcie rozwiąże się, zamiast trafienia na cmentarz karta jest wyeksmitowana. Dopóki pozostaje wyeksmitowana, możesz rzucić ją ponownie jako permanent (czyli Lonesome Unicorn). Gdy rzucasz część Adventure jako zaklęcie, używaj tylko jej alternatywnych cech (nazwa, koszt many, kolor, rodzaj zaklęcia itp.) przy sprawdzaniu legalności rzucenia i przy rozwiązywaniu. Jeśli Adventure nie rozwiąże się (np. zostanie skontrowane), wówczas karta nie zostanie wyeksmitowana i nie będziesz mógł jej potem rzucić jako permanentu. Jeżeli karta trafia do egzilu w inny sposób niż przez rozgrywanie Adventure, to to nie daje prawa do późniejszego rzucenia jej jako permanentu. Kopie Adventure wyeksmitowane podczas kopiowania nie będą mogły być później rzucone jako permanenty (kopie znikają). Zastosowanie efektów zmieniających koszt zaklęcia może dotyczyć Adventure (np. możesz zapłacić alternatywny koszt dla części Adventure). Pamiętaj też, że karta jest traktowana jako karta-stworzenie w większości stref (np. w grobie) — jej cechy normalne (nie alternatywne) obowiązują wtedy.
Przykład: Rzucasz Rider in Need (Adventure). Zaklęcie rozwiązuje się — zamiast iść na cmentarz, karta zostaje wyeksmitowana. W swojej następnej głównej fazie (jeśli stos jest pusty) możesz zapłacić koszt many Lonesome Unicorn i rzucić kartę z egzilu jako stworzenie.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
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Rulings
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 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 Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.
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.
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 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.
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 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.
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 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, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
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