Cruel Somnophage
Creature — Nightmare

WOE (Wilds of Eldraine) · #286 · EN
Creature — Nightmare // Sorcery — Adventure
Strony karty
Creature — Nightmare
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Nightmare // Sorcery — Adventure
To jest karta typu Creature z Adventure (sorcery). Rzucając część Adventure: jeśli spell rozwiąże się, karta idzie do wygnania i potem możesz rzucić ją jako stworzenie; jeśli nie rozwiąże się, nie trafia do wygnania. Definiująca zdolność mocy/wytrzymałości Cruel Somnophage obowiązuje we wszystkich strefach.
Cruel Somnophage // Can't Wake Up to karta dwu-funkcyjna: pierwszy częściowy tekst to permanente (Creature — Nightmare), druga część to spell Adventure (Sorcery — Adventure). Rulings wyjaśniają ogólne zasady dotyczące kart z Adventure i kilka szczegółów odnoszących się do tej karty: 1) Definiująca zdolność określająca siłę/wytrzymałość Cruel Somnophage działa we wszystkich strefach, nie tylko na polu bitwy. Oznacza to, że nawet będąc w ręce, bibliotece czy cmentarzu jego moc i wytrzymałość są określone przez tę zdolność. 2) Karta z Adventure jest traktowana jako karta-permanent w każdej strefie poza stosem (oraz na stosie, jeśli nie została rzucona jako Adventure); w tych sytuacjach ignorujesz cechy alternatywne Adventure i patrzysz na normalne cechy karty. 3) Jeśli rzucisz tę kartę jako Adventure i spell rozwiąże się, karta zostanie wygnana zamiast trafić do cmentarza; dopóki tam pozostaje, możesz ją później rzucić jako permanent (trzymając się zwykłych ograniczeń czasowych). 4) Jeśli spell Adventure nie rozwiąże się (skontrowany itp.), nie zostanie wygnany i nie można go później rzucić jako permanentu. 5) Kopie spella Adventure są wygnane, ale nie mogą być potem rzucone jako permanenty. 6) Możesz wybrać nazwę alternatywną Adventure, gdy efekt wymaga wyboru nazwy karty; przy sprawdzaniu legalności bierze się pod uwagę tylko alternatywne cechy.
Przykład: Rzucasz "Can't Wake Up" (część Adventure). Gdy spell się rozwiąże, karta zostanie wygnana zamiast trafić do cmentarza. W kolejnej głównej fazie możesz zapłacić koszt many i rzucić Cruel Somnophage jako stworzenie z wygnania. Jeśli zamiast tego spell został skontrowany, karta nie trafi do wygnania i nie będziesz mógł jej potem rzucić jako stworzenia.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
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Rulings
The ability that defines Cruel Somnophage's power and toughness functions in all zones, not just the battlefield.
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.
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 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 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.
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.
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.
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.
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 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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