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Lindblum, Industrial Regency // Mage Siege

FIN (Final Fantasy) · #312 · EN

Lindblum, Industrial Regency // Mage Siege

Land — Town // Instant — Adventure

A city encircled by the ramparts of a massive castle.
RzadkośćRare
PLN regular22,81 zł
PLN foil24,34 zł
PLN etched—

Lindblum, Industrial Regency

Land — Town

This land enters tapped.
{T}: Add {R}.

Mage Siege

Instant — Adventure

Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."

Lindblum, Industrial Regency // Mage Siege

Land — Town // Instant — Adventure

(No Oracle text provided.) Follow Adventure rules: when cast as the Adventure, use only the Adventure characteristics; if the Adventure resolves it is exiled and you may play the card as its land side from exile while it remains there; if it doesn't resolve it won't be exiled and you can't play it from exile. The front side's subtype Town is just a land type with no special intrinsic ability.

Jak działa karta?

This card can be cast as an Adventure (the instant). If that Adventure resolves, exile the card and you may then play the land side from exile. If the Adventure doesn't resolve, you lose the opportunity to play the land from exile.

To understand this double-faced card: it has two sets of characteristics — the front is a Land with subtype Town, the back is an Instant with the Adventure subtype. When you cast the card as an Adventure, you follow only the Adventure (instant/spell) characteristics for determining timing, costs, color, and legality of casting. If that Adventure spell resolves, it is exiled instead of going to the graveyard; while it remains exiled you may play the card using its primary characteristics (the Land side). If the Adventure spell fails to resolve (for example, it was countered or its targets became illegal), it is not exiled and you cannot later play the land from exile. If the card is in any zone other than the stack (for example, in your graveyard or in exile for another reason), it is treated only as its non-Adventure characteristics (a land) except when it's on the stack as an Adventure spell. Copies of an Adventure spell that resolve are exiled as they resolve but cease to exist as permanents and therefore cannot be played as a land.

Ważne interakcje

Częste pomyłki

Przykład

If you cast the Adventure side and it resolves, that card is exiled; later in your turn you may play the land side from exile (subject to normal land-play timing and limitations). If the Adventure is countered, it won't be exiled and you can't play the land from exile.

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

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Set
Final Fantasy (FIN)
Data wydania
2025-06-13
Rzadkość
Rare
Artysta
Enora Mercier
Mana value
0
Mana cost
{2}{R}
Power / Toughness
— / —
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
b2ae92d9-7047-424e-a482-2311888a8c56
Oracle ID
4cc014f3-05e0-442e-9dee-03eab1aa65a3
Słowa kluczowe
—
Tożsamość kolorów
{R}
Produkuje manę
{R}
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Standardowy wydruk
Efekty ramki
—
Typ promocji
universesbeyond, boosterfun, ffix
Watermark
—
Obramowanie / znacznik
borderless / triangle
EDHREC rank
1 380
Penny rank
1 311
Multiverse IDs
—
Arena ID
—
MTGO ID
140903
TCGplayer ID
632742
Cardmarket ID
826319
Illustration ID
b1f98d6a-8434-42e8-906b-828c7542c769
Status obrazu
highres_scan

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 play that card from exile later.

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 play it with its primary characteristics.

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 play the copy as a permanent.

Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.

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.

You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

An adventurer card uses only its non-Adventure characteristics 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, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own 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 Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.

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.

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 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.

The Wizard token's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.

When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting 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.

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.

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