Thranduil, Sindarin Liege
Legendary Creature — Elf Noble
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token.

HOB (The Hobbit) · #269 · EN
Legendary Creature — Elf Noble // Sorcery — Adventure
Strony karty
Legendary Creature — Elf Noble
Sorcery — Adventure
Wyjaśnienie po polsku
Legendary Creature — Elf Noble // Sorcery — Adventure
To karta z Adventure: możesz zagrać część Adventure (silną jako sorcery). Jeśli ten spell rozwiąże się, karta zostanie wyeksilowana i potem możesz zagrać ją jako creature (Thranduil). Jeśli Adventure nie rozwiąże się, nie dostaniesz tej możliwości.
Thranduil, Sindarin Liege // Silvan Rally to karta typu double-faced z częścią permanent (Legendary Creature — Elf Noble) i częścią Adventure (Sorcery — Adventure). Gdy wybierzesz zagrać część Adventure (Silvan Rally), stosuje się tylko zestaw alternatywnych cech tej części — jej koszt many, kolor, wartość many i tak dalej. Jeśli ten spell jako Adventure rozwiąże się, zamiast trafiać do grobu zostanie wyeksilowany; dopóki tam pozostaje, możesz potem zagrać tę kartę jako permanent (czyli Thranduil, Sindarin Liege) używając jej normalnych cech. Jeżeli Adventure nie rozwiąże się (np. zostanie skontrowany), nie zostanie wyeksilowany i nie dostaniesz prawa do zagrania go jako permanenta. Jeśli jakaś karta lub efekt pozwala ci rzucać czary za inny koszt lub bez płacenia many, może to dotyczyć także części Adventure. Kiedy karta jest poza stosem (np. w grobie, bibliotece, na ręce), traktuje się ją jako karta permanent (jej normalne cechy) — alternatywne cechy Adventure są wtedy ignorowane.
Przykład: Zagrałeś Silvan Rally jako Adventure i spell się rozwiązał — karta została wyeksilowana. W swojej następnej głównej fazie, gdy stos jest pusty, możesz zapłacić koszt many Thranduil, Sindarin Liege i zagrać go jako legendarną istotę. Jeśli jednak Silvan Rally został skontrowany na stosie, karta trafi do grobu i nie możesz już jej później zagrać jako permanenta.
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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.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
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 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 Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.
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.
Whenever a land you control enters, each landfall ability of permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (as a result, you can have those abilities resolve in the order of your choosing).
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, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").
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.
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 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.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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 cast it as a permanent later.
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 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.
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