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Crystal Dragon // Rob the Hoard

PLST (The List) · #CLB-13 · EN

Crystal Dragon // Rob the Hoard

Creature — Dragon // Sorcery — Adventure

"Wait, it was just guarding a bunch of eggs! Where is the treasure?"
—Xalcorin the bard
RzadkośćUncommon
PLN regular—
PLN foil—
PLN etched—

Crystal Dragon

Creature — Dragon

Flying, vigilance

Rob the Hoard

Sorcery — Adventure

Return target artifact, enchantment, or legendary card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)

Kryształowy Smok // Złap Skarb (Crystal Dragon // Rob the Hoard)

Stwór — Smok // Zaklęcie — Przygoda

Kryształowy Smok
Stwór — Smok
Latanie (Flying), czujność (Vigilance)

Złap Skarb
Czarobójstwo — Przygoda
Przywróć wskazaną kartę artefaktu, uroku lub legendarną kartę z twojego cmentarza do twojej ręki. (Następnie wygnaj tę kartę. Możesz rzucić stwora później z wygnania.)

Jak działa karta?

Kryształowy Smok ma latanie i czujność. Złap Skarb pozwala przywrócić kartę z cmentarza do ręki.

Kryształowy Smok ma latanie (Flying) i czujność (Vigilance), co oznacza, że nie może być atakowany przez stwory bez latania i nie musi być przekręcony po ataku. Złap Skarb to czarobójstwo, które przywraca wskazaną kartę artefaktu, uroku lub legendarną kartę z cmentarza do ręki. Po rzuceniu tej karty, ona zostaje wygnana, a gracz może ją rzucić jako stwora z wygnania.

Ważne interakcje

Częste pomyłki

Przykład

Na przykład, jeśli masz w cmentarzu kartę 'Svirfneblin Skirmisher', możesz ją przywrócić do ręki za pomocą Złap Skarb. Jeśli potem rzucisz Złap Skarb jako przygodę, możesz rzucić Smoka z wygnania.

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

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Set
The List (PLST)
Data wydania
2026-10-19
Rzadkość
Uncommon
Artysta
John Severin Brassell
Mana value
6
Mana cost
{4}{W}{W} // {1}{W}
Power / Toughness
4 / 4
Layout / frame
adventure / 2015
Foil / nonfoil
nonfoil
Scryfall ID
f907e240-ce74-4878-88c3-6624e3781a67
Oracle ID
56b0cb64-b886-413e-bb20-392bf12d3926
Słowa kluczowe
Flying, Vigilance
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper
Cechy wydruku
Reprint, Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
12 370
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
—
Cardmarket ID
—
Illustration ID
541f27a2-eef1-4e8d-bd2c-244a2131bd97
Status obrazu
highres_scan

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.

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 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.

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 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.

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.

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.

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

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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