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Zanarkand, Ancient Metropolis // Lasting Fayth

Zanarkand, Ancient Metropolis

Land — Town

Card text

This land enters tapped.

tap this permanent: Add one green mana.

A city dead for a thousand years. The end of Yuna's journey.

Lasting Fayth

four generic manaone green manaone green manaSorcery — Adventure

Card text

Create a 1/1 colorless Hero creature token. Put a +1/+1 counter on it for each land you control. (Then exile this card. You may play the land later from exile.)

Showing Final Fantasy#293

Price

0.57 $

Foil 1.03 $

13 printings · up to 1.32 $

Daily estimate from Scryfall, not a shop quote.

Zanarkand, Ancient Metropolis // Lasting Fayth rulings

  • 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.

  • 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.

  • Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.

  • 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.

  • 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 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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."

  • 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.

  • 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.

Zanarkand, Ancient Metropolis // Lasting Fayth format legality

Constructed

  • StandardLegal
  • PioneerLegal
  • ModernLegal
  • Future StandardLegal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyLegal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlLegal
  • Competitive BrawlLegal

Other

  • TLRNot legal

All printings of Zanarkand, Ancient Metropolis // Lasting Fayth 13

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