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Blessed Hippogriff // Tyr's Blessing

CLB (Commander Legends: Battle for Baldur's Gate) · #11 · EN

Blessed Hippogriff // Tyr's Blessing

Creature — Hippogriff // Instant — Adventure

RzadkośćCommon
PLN regular0,83 zł
PLN foil0,92 zł
PLN etched—

Blessed Hippogriff

Creature — Hippogriff

Flying
Whenever this creature attacks, target attacking creature without flying gains flying until end of turn.

Tyr's Blessing

Instant — Adventure

Target creature gains indestructible until end of turn. (Then exile this card. You may cast the creature later from exile.)

Błogosławiony Hipogryf // Błogosławieństwo Tyra (Blessed Hippogriff // Tyr's Blessing)

Stwór — Hipogryf // Czar natychmiastowy — Przygoda

Błogosławiony Hipogryf
Stwór — Hipogryf
Latanie (Flying)
Za każdym razem, gdy ten stwór atakuje, wskazany atakujący stwór bez latania (Flying) zyskuje latanie (Flying) do końca tury.

Błogosławieństwo Tyra
Czar natychmiastowy — Przygoda
Wskazany stwór zyskuje niezniszczalność (Indestructible) do końca tury. (Następnie wygnaj tę kartę. Możesz rzucić stwora później z wygnania.)

Jak działa karta?

Hipogryf daje latanie atakującym stworom bez latania. Błogosławieństwo Tyra nadaje niezniszczalność stworowi.

Błogosławiony Hipogryf ma latanie (Flying) i za każdym razem, gdy atakuje, wskazuje atakującego stwora bez latania (Flying), który zyskuje latanie (Flying) do końca tury. Błogosławieństwo Tyra to czar przygody, który zyskuje niezniszczalność wskazanemu stworowi do końca tury. Po rzuceniu czaru, karta zostaje wygnana i może zostać rzucona jako stwór z wygnania.

Ważne interakcje

Częste pomyłki

Przykład

Hipogryf atakuje, a przeciwnik ma stwora bez latania. Hipogryf daje mu latanie do końca tury. Następnie gracz rzuca Błogosławieństwo Tyra na swojego stwora, który zyskuje niezniszczalność.

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

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Set
Commander Legends: Battle for Baldur's Gate (CLB)
Data wydania
2022-06-10
Rzadkość
Common
Artysta
Leanna Crossan
Mana value
4
Mana cost
{3}{W} // {W}
Power / Toughness
2 / 3
Layout / frame
adventure / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
b4590e53-ca8d-4896-a8cf-6af1e4bc456f
Oracle ID
3372b994-47de-4e89-9bfc-76e1cb3f1cfa
Słowa kluczowe
Flying
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
13 492
Penny rank
—
Multiverse IDs
562894
Arena ID
—
MTGO ID
100010
TCGplayer ID
273305
Cardmarket ID
660840
Illustration ID
73b86612-1505-486c-9968-497109b0f5c8
Status obrazu
highres_scan

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 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.

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.

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 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.

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, Altar of Bhaal is an artifact card whose mana value is 2.

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.

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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