動かすフェアリー
 
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Animating Faerie
Mana Cost:
2Blue
Mana Value:
3

Types:
Creature — Faerie
Card Text:
Flying
Flavor Text:
本物の人形使いに糸は必要ない。
P/T:
2 / 2
Expansion:
Rarity:
Uncommon
Card Number:
38a
Artist:
Rulings
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
10/4/2019 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.
命(いのち)の吹(ふ)き込(こ)み
 
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Bring to Life
Mana Cost:
2Blue
Mana Value:
3

Types:
Sorcery — Adventure
Card Text:
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on it.
Expansion:
Rarity:
Uncommon
Card Number:
38b
Artist:
Rulings
10/4/2019 Bring to Life's effect lasts indefinitely. It doesn't wear off during the cleanup step.
10/4/2019 An artifact that becomes a creature due to Bring to Life can't attack unless you've controlled it continuously since your turn began.
10/4/2019 An Equipment that's also a creature can't be attached to anything. You can activate its equip ability, but it won't become attached. If it's attached as it becomes a creature, it becomes unattached.
10/4/2019 If another effect later causes the artifact to become a creature and sets its power and toughness as it does so, that creature will have that base power and toughness; it won't be 0/0. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle's base power and toughness remain 0/0 if you crew it.
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