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Sword Coast Serpent // Capsizing Wave HBG

Other printings of "Sword Coast Serpent // Capsizing Wave": CLB #99 CLB #99 HBG #134 HBG #134

Card

id37010
artistCaio Monteiro
artistIdsd5053eb6-af72-47a0-b6e8-023cc3b9aefb
asciiName
attractionLights
availabilityarena
boosterTypesdefault
borderColorblack
colorIdentityU
colorIndicator
colorsU
defense
duelDeck
edhrecRank5013
edhrecSaltiness0.09
faceConvertedManaCost2
faceFlavorName
faceManaValue2
faceNameCapsizing Wave
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly1
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutadventure
leadershipSkills
life
loyalty
manaCost{1}{U}
manaValue7
nameSword Coast Serpent // Capsizing Wave
number134
originalPrintings
originalReleaseDate
originalTextReturn target creature to its owner's hand. (Then exile this card. You may cast the creature later from exile.) // Sword Coast Serpent can't be blocked as long as you've cast a noncreature spell this turn.
otherFaceIds3dc6e7f4-a0ce-5181-8939-a40c9642e452
power
printingsCLB, HBG
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodeHBG
sideb
signature
sourceProducts
subsets
subtypesAdventure
supertypes
textReturn target creature to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
toughness
typeInstant — Adventure
typesInstant
uuid7413f48a-217f-5260-bb48-8be52c97751d
variations
watermark
setNameAlchemy Horizons: Baldur's Gate

Identifiers

id37010
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId
mcmMetaId
mtgArenaId81721
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id44eb0d7a-93c8-5e5f-81d6-2daf53c1f518
mtgoFoilId
mtgoId
multiverseId574348
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallIdbe695f79-b3d1-4269-97d4-7da515149066
scryfallIllustrationId98021829-0b0c-46af-95f7-8da3adb6416d
scryfallOracleIdd60e14b4-f750-40cc-85b5-17c87ae8a584
tcgplayerEtchedProductId
tcgplayerProductId
uuid7413f48a-217f-5260-bb48-8be52c97751d

Legalities

id37010
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modern
oathbreakerLegal
oldschool
pauperLegal
paupercommanderLegal
penny
pioneer
predh
premodern
standard
standardbrawl
timelessLegal
uuid7413f48a-217f-5260-bb48-8be52c97751d
vintageLegal

Purchase URLs

id37010
cardKingdom
cardKingdomEtched
cardKingdomFoil
cardmarket
tcgplayer
tcgplayerEtched
uuid7413f48a-217f-5260-bb48-8be52c97751d

Foreign Data (per language)

No foreign data.

Rulings

datetext
2022-06-10An 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, Altar of Bhaal is an artifact card whose mana value is 2.
2022-06-10An 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.
2022-06-10Casting 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.
2022-06-10Casting a noncreature spell after Sword Coast Serpent has become blocked will not cause it to become unblocked.
2022-06-10If 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.
2022-06-10If 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.
2022-06-10If 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 from exile.
2022-06-10If 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.
2022-06-10If 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.
2022-06-10If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
2022-06-10When 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.
2022-06-10You must still follow any relevant timing rules 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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