Scalding Viper
Creature — Elemental Snake

PWOE (Wilds of Eldraine Promos) · #235s · EN
Creature — Elemental Snake // Sorcery — Adventure
Strony karty
Creature — Elemental Snake
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Elemental Snake // Sorcery — Adventure
This card has an Adventure (Steam Clean) and a creature (Scalding Viper). If you cast the Adventure and it resolves, exile the card; then you may cast the creature from exile. If the Adventure doesn't resolve, you don't get the creature.
To use this card you have two different spells printed on one card: the Adventure (Steam Clean) — a sorcery — and the creature (Scalding Viper). If you choose to cast the Adventure side, treat the card only as that sorcery: use Steam Clean's name, mana cost, color, mana value and type. If Steam Clean resolves, instead of putting the card into its owner's graveyard, exile it. While that specific card remains exiled from resolving as an Adventure, you may cast it as the creature Scalding Viper (the permanent spell) from exile. If the Adventure spell is countered or otherwise fails to resolve, the card is not exiled and you don't get to cast the creature from exile. If a copy of the Adventure spell is created and that copy is exiled as it resolves, that copy ceases to exist and cannot be cast as the creature later. If any effect refers to a card, spell, or permanent that "has an Adventure," this card qualifies regardless of whether it was cast as the Adventure. When you cast the permanent from exile, follow the permanent's normal timing restrictions (normally only during your main phase when the stack is empty).
Cast Steam Clean (the Adventure) as a sorcery. If it resolves, exile this card. While it's exiled that way you may cast Scalding Viper (the creature) from exile. If Steam Clean is countered, you can't cast Scalding Viper from exile.
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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 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.
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 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 spell has {X} in its mana cost, use the value chosen for X to determine the mana value of that spell.
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 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 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 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.
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 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.
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.
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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