Fae of Wishes
Creature — Faerie Wizard
{1}{U}, Discard two cards: Return this creature to its owner's hand.

ELD (Throne of Eldraine) · #282 · EN
Creature — Faerie Wizard // Sorcery — Adventure
Strony karty
Creature — Faerie Wizard
Sorcery — Adventure
Wyjaśnienie po polsku
Creature — Faerie Wizard // Sorcery — Adventure
Aktywuj zdolność tylko z pola bitwy, wybierz kartę z poza gry (turniej: sideboard) i rzuć ją jako Adventure. Gdy to Adventure rozstrzygnie, karta zostanie wyeksilowana i wtedy możesz ją później rzucić jako permanent (z zachowaniem normalnych ograniczeń timingowych). Jeśli Adventure nie rozstrzygnie (np. zostanie skontrowane), nie uzyskasz prawa do późniejszego rzucenia go jako permanent.
Fae of Wishes ma dwie części: Creature — Faerie Wizard (gdy jest permanentem) oraz Sorcery — Adventure (gdy używasz jej jako Adventure). Jeżeli aktywujesz jej zdolność, wybierasz kartę z poza gry (w turniejach: z sideboardu; w casualu: z kolekcji) i możesz ją wyczarować jako sorcery — Adventure. Zasady dotyczące Adventure: gdy rzucisz kartę jako Adventure i ta karta się rozstrzygnie, zamiast trafiać do grobu zostaje wyeksilowana. Dopóki tam jest, możesz ją rzucić ponownie — tym razem jako permanent (czyli zwykłą kartę Creature) — pod warunkiem, że spełnione są normalne warunki rzucenia permanentu (timing itp.). Jeśli Adventure opuści stos w inny sposób niż przez rozstrzygnięcie (np. zostanie skontrowane lub nie ma już legalnych celów), karta nie będzie wyeksilowana i nie otrzymujesz później prawa do rzucenia jej jako permanentu. Gdy rozpatrujesz legalność rzucenia Adventure (np. czy możesz je rzucić w danym momencie, jaki jest jego kolor, koszt, wartość many), używasz tylko alternatywnych cech opisanych przy Adventure i ignorujesz normalne cechy karty. Jeżeli karta została wyeksilowana w inny sposób niż jej własne wyeksilowanie przy rozstrzygnięciu Adventure (np. inny efekt ją wyeksilował), to to wygnanie nie daje pozwolenia na późniejsze rzucenie jej jako permanentu. Kopie Adventure też są exilowane przy rozstrzygnięciu, ale takie kopie nie mogą potem być rzucone jako permanenty. Zdolność aktywowana Fae of Wishes działa tylko, gdy Fae of Wishes jest na polu bitwy.
Przykład: Masz Fae of Wishes na polu bitwy. Aktywujesz jej zdolność, wybierasz kartę z sideboardu i rzucasz ją jako Adventure (sorcery). Gdy to Adventure się rozstrzyga, karta idzie do wygnania. Później możesz, w odpowiednim czasie (twoja główna faza, stos pusty), rzucić tę wyeksilowaną kartę jako creature (permanent). Jeżeli ktoś skontrowałby tamto Adventure na stosie, karta nie zostałaby wyeksilowana i nie mógłbyś jej potem rzucić jako permanent.
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 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. For example, if Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.
The activated ability of Fae of Wishes can be activated only while Fae of Wishes is on the battlefield.
In a casual game, a card you choose from outside the game comes from your personal collection. In a tournament event, a card you choose from outside the game must come from your sideboard. You may look at your sideboard any time.
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, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
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.
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.
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 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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