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Glamdring, Foe-hammer // Gleam of Death

Glamdring, Foe-hammer // Gleam of Death

Legendary Artifact — Equipment

Einschätzung

Commander-Rang
#8.622 von rund 30.000
Kommt gelegentlich vor, obere 29 %
Preis
0,55 €
Cardmarket
Seltenheit
Selten
HOB 174

Regeltext

Instant and sorcery spells you cast cost less to cast, where X is equipped creature's power.

Equip

Suddenly a sword flashed in its own light.

Formate

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günstigster 0,57 € HOB 2026
teuerster 1,98 € HOB 2026

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Offizielle Rulings 15

  1. 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 cast it as a permanent later.

  2. Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change how much Glamdring will reduce costs by lowering the power of the equipped creature.

  3. 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.

  4. Glamdring, Foe-hammer's cost reduction ability reduces only the generic mana in the spell's cost. The colored mana must still be paid.

  5. 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, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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 Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.

  11. 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.

  12. 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.

  13. To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Glamdring, Foe-hammer). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

  14. 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.

  15. 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.

Zur Karte

Illustration
Chris Cold
Set
The Hobbit (HOB)
Erschienen
14.08.2026
Nachschlagen
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