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Folletto Ipnotico // Bagliore Ammaliante

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Folletto Ipnotico // Bagliore Ammaliante (Hypnotic Sprite // Mesmeric Glare)

Costo{U}{U} // {2}{U} Valore di mana2TipoCreatura — Spiritello // Istantaneo — Avventura Identità di colore{U} Blu RaritàNon comune EspansioneFinal Fantasy Commander (FIC) IllustratoreMizutametori Prezzo0,08 € · foil 0,26 € · 0,12 USD

Informazioni sulla carta

Folletto Ipnotico // Bagliore Ammaliante è una carta di tipo creatura di Magic: The Gathering con valore di mana 2 (identità di colore: blu). Prima stampa: Throne of Eldraine (2019); 5 versioni cartacee in totale. Ruolo in Commander: contromagia. Legale in Commander, Pioneer, Modern, Legacy e Vintage. Versione più economica: 0,08 € (Throne of Eldraine); la più cara: 0,21 € (Throne of Eldraine).

Folletto Ipnotico {U}{U}

Creatura — Spiritello
Volare
Testo delle regole (Oracle, inglese)
Flying
2/1

Bagliore Ammaliante {2}{U}

Istantaneo — Avventura
Neutralizza una magia bersaglio con valore di mana pari o inferiore a 3. (Poi esilia questa carta. Puoi lanciare la creatura in seguito dall'esilio.)
Testo delle regole (Oracle, inglese)
Counter target spell with mana value 3 or less. (Then exile this card. You may cast the creature later from exile.)

Nome in ogni lingua

Legalità

Chiarimenti sulle regole (in inglese)

2025-06-06
When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting 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.

2025-06-06
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.

2025-06-06
You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

2025-06-06
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.

2025-06-06
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 play the copy as a permanent.

2025-06-06
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 Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.

2025-06-06
An adventurer card uses only its non-Adventure characteristics 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, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."

2025-06-06
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.

2025-06-06
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.

2025-06-06
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.

2025-06-06
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 play it with its primary characteristics.

2025-06-06
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 play it using its primary characteristics. 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 play that card from exile later.

Carte con lo stesso ruolo: contromagia

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