Karvanista, Loyal Lupari
Legendary Creature — Alien Dog Soldier
Whenever Karvanista attacks, put a +1/+1 counter on each Human you control.

WHO (Doctor Who) · #711 · EN
Legendary Creature — Alien Dog Soldier // Sorcery — Adventure
Strony karty
Legendary Creature — Alien Dog Soldier
Sorcery — Adventure
Wyjaśnienie po polsku
Legendarne stworzenie — Obcy Pies Żołnierz // Zaklęcie — Przygoda
Lupari Shield to część Adventure: gdy zagrasz go jako Adventure, używasz tylko cech alternatywnych. Jeśli to rozwiązanie wygnie kartę, możesz później zagrać jej część jako stworzenie. Kopie Adventure są egzylowane przy rozwiązywaniu i nie da się ich potem zagrać jako stworzenia.
Ogólna zasada Adventure: ta karta ma dwie części — permanent (Karvanista, Loyal Lupari) i czar jako Adventure (Lupari Shield). Kiedy zagrasz Lupari Shield jako Adventure, traktujesz go wyłącznie według jego alternatywnych cech (czyli tych podanych dla Adventure). To oznacza, że kolor, koszt many i wartość many czaru liczą się tylko według wersji Adventure. Jeśli taki Adventure rozwiąże się, zamiast trafiać na cmentarz karta zostaje wygnana; póki pozostaje wygnana w ten sposób, możesz później zagrać jej drugą część (Karvanista, Loyal Lupari) jako permanent zgodnie z normalnymi zasadami rzucania permanentów (na przykład tylko w twojej głównej fazie, gdy stos jest pusty, jeśli dotyczy stworzenia).
Przykład: zagrasz Lupari Shield jako Adventure i zapłacisz koszt jego alternatywy. Gdy to Adventure rozwiąże się, karta zostaje wygnana zamiast trafić na cmentarz. Później, w odpowiednim momencie, możesz z ręki zagrać Karvanista, Loyal Lupari (już jako stworzenie) — wtedy używasz normalnych cech tej karty, a nie tych z Adventure.
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 you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell.
You must still follow any relevant timing rules 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.
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 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.
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.
This 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, Karvanista, Loyal Lupari is a creature card whose mana value is 5.
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 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 from exile.
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.
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.
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