Beanstalk Giant
Creature — Giant

ELD (Throne of Eldraine) · #149 · EN
Creature — Giant // Sorcery — Adventure
Strony karty
Creature — Giant
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Giant // Sorcery — Adventure
To karta Adventure: możesz najpierw zagrać jej część sorcery (Fertile Footsteps). Jeżeli ta przygoda rozwiąże się, karta zostanie wyzuta i potem możesz zagrać ją jako stworzenie (Beanstalk Giant). Jeśli przygoda nie rozwiąże się, nie otrzymujesz możliwości zagrania stworzenia.
Beanstalk Giant // Fertile Footsteps to karta z mechaniką Adventure: ma dwie części — permanent (Creature — Giant) i spell będący przygodą (Sorcery — Adventure). Ważne zasady wynikające z rulings: - Gdy zagrasz Fertile Footsteps jako przygodę, traktujesz tylko cechy tej części karty (jej koszt many, kolor, typ spella itp.). Jeśli przygoda rozwiąże się poprawnie, karta zostanie wyzuta (exiled). Dopóki tam pozostaje, możesz zagrać tę samą kartę jako permanent (Creature — Giant) — najczęściej w swojej głównej fazie przy pustym stosie, chyba że inne efekty dają ci inne pozwolenia. - Jeżeli przygoda zostanie skontrowana lub nie rozwiąże się (np. cele stały się nielegalne), karta nie trafi do wyzucia i nie uzyskujesz prawa do późniejszego zagrania jej jako permanentu. - Karta w innych strefach (np. w grobie) jest traktowana jako pełna karta permanentu; jej alternatywne cechy przygody obowiązują tylko kiedy ją castujesz jako przygodę. - Kopie spella Adventure są wyzucane podczas rozwiązywania, ale takie kopie przestają istnieć i nie da się ich później zagrać jako permanentu. - Jeśli jakiś efekt pozwala ci castować spella za alternatywny koszt albo bez płacenia many, możesz to zastosować do części przygody.
Przykład: zagrasz Fertile Footsteps (sorcery Adventure). Gdy rozwiąże się, karta trafia do wyzucia. Kiedy chcesz, możesz później z wyzucia zagrać ją jako Beanstalk Giant (creature). Jeśli jednak Fertile Footsteps zostanie skontrowane na stosie, karta nie trafi do wyzucia i nie możesz zagrać go jako Beanstalk Giant.
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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, 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.
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 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.
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 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.
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.
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.
The ability that defines Beanstalk Giant's power and toughness works in all zones, not just the battlefield.
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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