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Virtue of Strength // Garenbrig Growth

PWOE (Wilds of Eldraine Promos) · #197s · EN

Virtue of Strength // Garenbrig Growth

Enchantment // Sorcery — Adventure

RzadkośćMythic
PLN regular—
PLN foil16,52 zł
PLN etched—

Virtue of Strength

Enchantment

If you tap a basic land for mana, it produces three times as much of that mana instead.

Garenbrig Growth

Sorcery — Adventure

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

Cnota siły // Wzrost Garenbrigu (Virtue of Strength // Garenbrig Growth)

Enchantment // Sorcery — Adventure

Brak dostępnego tekstu Oracle dla karty; zastosuj powyższe rulings dotyczące Adventure i działania efektów zwiększających produkcję many przez podstawowe lądy.

Jak działa karta?

Karta ma dwie części: enchantment (Cnota siły) i sorcery — Adventure (Wzrost Garenbrigu). Zagrasz część Adventure używając tylko jej alternatywnych cech; gdy Adventure rozwiąże się, karta idzie do wygnania i możesz potem zagrać ją jako permanent, płacąc normalny koszt. Virtue of Strength nie daje many bezpośrednio — zwiększa produkcję many z podstawowych lądów, a efekty takich enchantmentów się kumulują.

Pierwsza część karty (Virtue of Strength / Cnota siły) to enchantment. Druga część to sorcery — Adventure (Garenbrig Growth / Wzrost Garenbrigu). Gdy zagrasz stronę Adventure (Wzrost Garenbrigu), traktujesz ją wyłącznie według alternatywnych cech (kosztu, koloru, wartości many itd.). Kiedy to Adventure rozwiąże się, zamiast iść do grobu karta zostaje wyeksilowana; dopóki tam jest, możesz zapłacić normalny koszt many i zagrać ją jako permanent (enchantment). Jeśli Adventure nie rozwiąże się (np. zostało skontrowane), karta nie będzie wyeksilowana i nie będziesz mógł potem zagrać jej jako permanentu. Efekt Virtue of Strength nie tworzy many sam; on sprawia, że podstawowe lądy, które tapujesz, produkują więcej many (ilości są kumulatywne, jeśli masz kilka takich enchantmentów). Pamiętaj też, że przy odwoływaniu się do karty z Adventure (np. wybieraniu nazwy karty) możesz wybrać nazwę części Adventure i traktować tylko jej alternatywne cechy przy sprawdzaniu poprawności wyboru.

Ważne interakcje

Częste pomyłki

Przykład

Jeśli zagrasz Wzrost Garenbrigu jako Adventure i to się rozwiąże, karta zostanie wyeksilowana; potem w swojej fazie głównej możesz zapłacić koszt many i zagrać Cnotę siły jako enchantment z wygnania.

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

Zaloguj się, aby zgłosić błąd opisu

Set
Wilds of Eldraine Promos (PWOE)
Data wydania
2023-09-08
Rzadkość
Mythic
Artysta
Piotr Dura
Mana value
7
Mana cost
{5}{G}{G} // {G}
Power / Toughness
— / —
Layout / frame
adventure / 2015
Foil / nonfoil
foil
Scryfall ID
fd49b3cc-b628-4e43-ba2d-c157bc410f2b
Oracle ID
31af78dd-e962-4d9a-b696-f3048be03486
Słowa kluczowe
—
Tożsamość kolorów
{G}
Produkuje manę
—
Dostępne wykończenia
foil
Platformy
paper
Cechy wydruku
Promo, Reprint
Efekty ramki
—
Typ promocji
prerelease, datestamped
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
2 832
Penny rank
5 771
Multiverse IDs
—
Arena ID
—
MTGO ID
—
TCGplayer ID
514406
Cardmarket ID
730723
Illustration ID
3c85009a-526c-4a0f-9e65-27293ccd27cb
Status obrazu
highres_scan

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.

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.

Virtue of Strength doesn't produce any mana itself. Rather, it causes basic lands you tap for mana to produce more mana.

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.

The effects of multiple copies of Virtue of Strength are cumulative. For example, if you have two Virtue of Strengths on the battlefield, you'll get nine times the original amount and type of mana.

If an ability triggers "whenever you tap" a basic land for mana and produces mana, that triggered mana ability won't be affected by Virtue of Strength.

You're "tapping a basic land for mana" only if you're activating a mana ability of a basic land that includes the {T} symbol in its cost. A mana ability produces mana as part of its effect.

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 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 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 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 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").

An object with the land card type and a basic land type has the intrinsic ability "{T}: Add [mana symbol]," even if the text box doesn't actually contain that text or the object has no text box. For example, a basic Forest will have the intrinsic ability "{T}: Add {G}."

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.

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 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.

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