Ferocious Werefox
Creature — Elf Fox Warrior

WOE (Wilds of Eldraine) · #170 · EN
Creature — Elf Fox Warrior // Instant — Adventure
Each night, the elves of Redtooth Keep transform into feral, monstrous beasts.
Strony karty
Creature — Elf Fox Warrior
Instant — Adventure
Wyjaśnienie po polsku
Creature — Elf Fox Warrior // Instant — Adventure
Lewą stronę karty (Guard Change) zagrasz jako instant (Adventure). Gdy ten spell rozwiąże się, karta zostanie wygnana — wtedy możesz później (zwykle w swojej głównej fazie, gdy stos jest pusty) zapłacić koszt i zagrać ją jako istotę Ferocious Werefox. Inne sytuacje wygnania lub kopiowania mogą zabrać to prawo.
Ferocious Werefox // Guard Change to karta z Adventure. Prawa strona to istota: "Ferocious Werefox" (Creature — Elf Fox Warrior). Lewa strona to czar instantowy w ramce Adventure: "Guard Change" (Instant — Adventure). Kluczowe zasady z rulings: - Gdy zagrasz Guard Change (część Adventure), gdy ten spell się rozwiąże, zamiast iść do grobu karta zostaje wygnana. Dopóki jest wygnana, możesz zagrać ją ponownie jako permanent (czyli wtedy zagrasz Ferocious Werefox). - Musisz przestrzegać ograniczeń czasowych: zagranie permanentu z wygnanej karty zwykle możliwe jest tylko w twojej głównej fazie, gdy stos jest pusty, chyba że inny efekt pozwala inaczej. - Jeśli karta trafi do wygnania w inny sposób niż przez rozwiązywanie własnego Adventure, to to wygnanie nie daje prawa do zagrania jej jako permanentu. - Kopie i tokeny: jeśli coś stanie się kopią karty z Adventure, kopia ma Adventure, lecz jeśli później przestaje być kopią lub jest tokenem, nie będzie można jej zagrać jako Adventure. - Kopiowanie spella Adventure: jeśli skopiujesz Guard Change, kopia zostanie wygnana przy rozwiązywaniu, ale taka wygnana kopia natychmiast przestaje istnieć i nie można z niej potem zagrać permanentu. - Przy rozpatrywaniu legalności zagrania spella jako Adventure używasz tylko alternatywnych charakterystyk tej części (czyli cechy Instant — Adventure). Jeśli zaś odwołujesz się do karty jako karty (np. w grobie), jest to permanentowa karta i ignorujesz alternatywne cechy (jest to n.p. Creature card w większości stref).
Przykład: Zagrałeś Guard Change jako Adventure. Gdy się rozwiąże, Ferocious Werefox zostaje wygnany zamiast trafić do twojego grobu. W twojej następnej głównej fazie (gdy stos jest pusty) możesz zapłacić koszt many Ferocious Werefox i zagrać go jako permanent. Jeśli jednak Guard Change zostało skopiowane i ta kopia została wygnana, nie będziesz mógł potem zagrać tej kopii jako permanentu.
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
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 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 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 a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. This is a state-based action.
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 two or more Roles controlled by the same player become attached to a permanent at the same time (perhaps due to an effect such as that of Doubling Season), that player chooses which one to keep and which are put into their owners’ graveyards.
Cards in the Wilds of Eldraine main set create six different Role tokens: Cursed, Monster, Royal, Sorcerer, Wicked, and Young Hero. A seventh Role token, Virtuous, is created by Ellivere of the Wild Court, the commander of the “Virtue and Valor” Commander Deck.
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.
Hexproof and shroud won’t prevent a Role from becoming attached to a permanent if the ability creating that Role attached to that permanent doesn’t target it.
In rare cases, a spell or ability might attempt to create a Role token enchanting a permanent that it can’t legally enchant (because of an ability like protection from enchantments). In such cases, the Role token isn’t created.
Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability.
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.
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.
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 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.
A permanent can have multiple Roles attached to it if each one is controlled by a different player.
Some spells and abilities that create Role tokens require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. The Role token won’t be created.
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.
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