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Lonesome Unicorn // Rider in Need

Magic: The GatheringMagic Online Promos#78758

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Magic: The Gathering

Coût de mana

Magic Online PromosPRM · #78758
Type de carte
Creature — Unicorn
Rareté
Commune
Prix indicatif
Prix indisponible
Valeur de mana
5
Force
3
Endurance
3
Couleur
Blanc

Texte de la carte

Vigilance

Légalité par format

  • BrawlAutorisée
  • CommanderAutorisée
  • DuelAutorisée
  • GladiatorAutorisée
  • HistoricAutorisée
  • LegacyAutorisée
  • ModernAutorisée
  • OathbreakerAutorisée
  • PauperAutorisée
  • PaupercommanderAutorisée
  • PioneerAutorisée
  • TimelessAutorisée
  • VintageAutorisée

Légalités issues du catalogue importé ; vérifiez les règles du format avant un tournoi.
Données importées le 2026-10-06 (UTC).

Prix indicatifs Scryfall, actualisés quotidiennement. ★ : foil ; ★ E : foil gravé. EUR et USD correspondent à des marchés distincts.

Informations sur cette impression

Illustration
Alayna Danner
Langue de la carte
English
Date de sortie
2002-06-24

Rider in Need

Sorcery — Adventure

Coût de mana :

Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the creature later from exile.)

Précisions de règles

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.

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 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 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 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.

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 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.

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.

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.

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