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Hearth Elemental // Stoke Genius

WOE (Wilds of Eldraine) · #136 · EN

Hearth Elemental // Stoke Genius

Creature — Elemental // Sorcery — Adventure

RzadkośćUncommon
PLN regular1,14 zł
PLN foil1,53 zł
PLN etched—

Hearth Elemental

Creature — Elemental

This spell costs {X} less to cast, where X is the number of cards in your graveyard that are instant cards, sorcery cards, and/or have an Adventure.

Stoke Genius

Sorcery — Adventure

Discard your hand, then draw two cards. (Then exile this card. You may cast the creature later from exile.)

Hearth Elemental // Stoke Genius

Creature — Elemental // Sorcery — Adventure

Brak tekstu Oracle w dostarczonych danych; zastosuj powyższe rulingi dotyczące kart z Adventure: traktuj kartę jako permanent poza stosem; gdy castujesz przygodę, używaj tylko cech przygody; przygoda, która rozwiązuje się, zostaje wyeksilowana i można ją następnie zagrać jako permanent; przygoda, która nie rozwiązuje się, nie zostaje wyeksilowana.

Jak działa karta?

To karta permanentu z przygodą. Zagranie przygody używa tylko cech przygody; gdy przygoda rozwiąże się, karta jest wyeksilowana i możesz później zagrać z niej permanent. Jeśli przygoda nie rozwiąże się, nie trafisz do egzilu i nie zagrzejesz permanentu.

Karta jest dwuczęściowa: permanent (Creature — Elemental) oraz jego Adventure (Sorcery — Stoke Genius). Gdy karta przebywa w dowolnej strefie poza stosem (np. w grobie, bibliotece, ręce, na polu walki), jest traktowana jako normalna karta permanentu i jej cechy przygody się nie liczą. Jeśli zagrasz ją jako przygodę (Stoke Genius) — wtedy używasz wyłącznie cech przygody (czyli jest to spell typu sorcery o cechach podanych przez przygodę). Gdy przygoda rozwiąże się, zamiast iść do grobu karta zostaje wyeksilowana; póki pozostaje w egzilu, możesz z niej zagrywać permanent (czyli Hearth Elemental) zgodnie z normalnymi zasadami rzucania permanentów (zwykle tylko w swojej głównej fazie, gdy stos jest pusty). Jeśli przygoda opuści stos w inny sposób niż przez rozstrzygnięcie (np. została skontrowana), nie zostanie wyeksilowana i nie możesz z niej później zagrać permanentu. Kopie przygody nie dają prawa do zagrana permanentu.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: zagrasz Stoke Genius z ręki jako przygodę; gdy rozwiąże się, karta zostaje wyeksilowana. W swojej następnej głównej fazie możesz zapłacić koszt zagraniapermanentu i zagrać Hearth Elemental z egzilu jako stworzenie. Jeśli Stoke Genius zostanie skontrowane na stosie, karta pójdzie do grobu (nie do egzilu) i nie będziesz mógł zagrać Hearth Elemental z egzilu.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Wilds of Eldraine (WOE)
Data wydania
2023-09-08
Rzadkość
Uncommon
Artysta
Nicholas Gregory
Mana value
6
Mana cost
{5}{R} // {1}{R}
Power / Toughness
4 / 5
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
a8f5f102-cc75-4cee-a117-4bdaaf86c2e9
Oracle ID
f01cf0c5-0ac6-4ad3-8642-dd21c8e8563e
Słowa kluczowe
—
Tożsamość kolorów
{R}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, arena, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
15 517
Penny rank
1 506
Multiverse IDs
629637
Arena ID
86835
MTGO ID
116594
TCGplayer ID
513331
Cardmarket ID
729559
Illustration ID
3f8365f7-297e-4c3f-9649-f144f224508b
Status obrazu
highres_scan

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 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.

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.

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 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 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 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.

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.

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.

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.

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