Armed
Sorcery
Fuse (You may cast one or both halves of this card from your hand.)

PLST (The List) · #DGM-122 · EN
Sorcery // Sorcery
Strony karty
Sorcery
Sorcery
Wyjaśnienie po polsku
Sorcery // Sorcery
Split card: możesz zagrać lewą, prawą albo obie (fuse). Jeśli zagrasz obie, zapłać oba koszty, wykonaj najpierw lewą połowę, potem prawą. Jeśli czar ma wiele celów i wszystkie są niedozwolone, nie rozwiązuje się; jeśli przynajmniej jeden jest legalny, czar rozwiązuje się, a niedozwolne cele są ignorowane. Nie możesz fuse, gdy zagrywasz kartę spoza ręki.
To jest split card składająca się z dwóch sorcery: "Armed" (lewa połowa) i "Dangerous" (prawa połowa). Możesz zagrać tylko jedną połowę albo obie naraz, płacąc koszty obu pół (fuse). - Jeśli zagrasz obie (fuse), czar na stosie ma cechy obu połówek i jego mana value to suma obu kosztów; po rozwiązywaniu najpierw wykonaj instrukcje lewej połowy, potem prawej. - Jeśli z jakiegoś powodu zagrasz czar spoza ręki, nie możesz zagrać obu połówek naraz — możesz zagrać tylko jedną. - Przy rozwiązywaniu z wieloma celami: jeśli wszystkie cele są niedozwolone, czar nie rozwiązuje się i żaden efekt nie następuje; jeśli przynajmniej jeden cel jest legalny, czar rozwiązuje się, a niedozwolne cele są po prostu ignorowane dla tych efektów. - Jeśli jakiś efekt pozwala nazwać kartę, możesz nazwać tylko jedną z nazw split karty (tylko "Armed" albo tylko "Dangerous"); split card pasuje do nazwy jeśli jedna z jego nazw się zgadza. Dodatkowo: jeśli któryś z efektów (np. Dangerous) zmusza stworzenia do blokowania, to nie daje im nowej zdolności blokowania — zmusza jedynie te stworzenia, które już mogą blokować, by to zrobiły; stworzenia niezdolne do blokowania (np. są tapnięte albo mają efekt "nie może blokować") nie będą blokować. Jeśli koszt jest wymagany by stworzenie zablokowało (np. zapłata), gracz nie jest zmuszony go zapłacić; wtedy to stworzenie nie blokuje.
Przykład: Jeśli zagrasz obie połowy i lewa zmierza do zniszczenia stworzenia A, a prawa do wymuszenia blokowania przez stworzenia B wobec stworzenia A, a przy rozwiązywaniu stworzenie A jest już martwe (nielegalne jako cel), to jeśli żaden cel nie jest legalny, żadna połowa nie zadziała. Jeśli jednak druga połowa ma inny legalny cel, ta połowa rozwiąże się i wymusi blokowanie wobec tego legalnego celu, podczas gdy niedozwolone skutki dla nieistniejącego celu będą zignorowane.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
Legalność formatów
Charakterystyka karty
Identyfikatory i rankingi
Market i źródła zewnętrzne
Rulings
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.
If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.
Dangerous doesn’t give any creatures the ability to block the target creature. It just forces those creatures that are already able to block the creature to do so.
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
You can choose the same object as the target of each half of a fused split spell, if appropriate.
As blockers are declared, any creature that’s tapped or affected by a spell or ability that says it can’t block doesn’t block. If there’s a cost associated with having the creature block, no player is forced to pay that cost, so it doesn’t block if that cost isn’t paid.
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and mana value. The other half is treated as though it didn’t exist.
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.
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