Not sure if this card is 100% confirmed (art is, but not the card).
Seems like an interesting card for sure for cube design and this would be awsome as a 2/1
Any artifact removal on a body is great, but the need to connect makes it seem like it won't do much very often, and creating multiple tokens for the alternative cost is cool, but I am not sure what kind of deck is going to want that ability.
his does have me excited that we might get 1 or 2 cards with a similar design that could be great for cube though
Not bad for a 1-drop, would've been really nice if they flipped around the P/T, hehe. I think I'd be in if the Adventure half were 3GG, but 5GG is pretty pricey.
Not bad for a 1-drop, would've been really nice if they flipped around the P/T, hehe. I think I'd be in if the Adventure half were 3GG, but 5GG is pretty pricey.
It is pricey, but it's value is also dependent on how Adventure works. I guess we find out tomorrow?
You can cast the card's adventure mode from your hand, and it goes to exile when you do. Creatures with "adventure" can be cast from exile.
So if you cast the adventure spell first, you can get both the adventure effect and the creature. And all creatures with an adventure spell attached to them are essentially immune to being exiled, since you can simply re-cast them from that zone.
You can cast the card's adventure mode from your hand, and it goes to exile when you do. Creatures with "adventure" can be cast from exile.
So if you cast the adventure spell first, you can get both the adventure effect and the creature. And all creatures with an adventure spell attached to them are essentially immune to being exiled, since you can simply re-cast them from that zone.
Aaron Forsythe clarified this - creatures with adventure gain the ability to be cast from exile as the adventure resolves. If the creature ends up in exile for any other reason, it'll be stranded like any other creature would be.
You can cast the card's adventure mode from your hand, and it goes to exile when you do. Creatures with "adventure" can be cast from exile.
So if you cast the adventure spell first, you can get both the adventure effect and the creature. And all creatures with an adventure spell attached to them are essentially immune to being exiled, since you can simply re-cast them from that zone.
We don't know the bolded part to be true. For instance, if a Rebound spell is exiled in some other way you can't cast it from exile.
Granted, the two abilities work differently, but it is loose speculation to simply add a static "You may cast this from exile" to every Adventure card. Worse than that, to only add it to the creature side of the card.
You can cast the card's adventure mode from your hand, and it goes to exile when you do. Creatures with "adventure" can be cast from exile.
So if you cast the adventure spell first, you can get both the adventure effect and the creature. And all creatures with an adventure spell attached to them are essentially immune to being exiled, since you can simply re-cast them from that zone.
Aaron Forsythe clarified this - creatures with adventure gain the ability to be cast from exile as the adventure resolves. If the creature ends up in exile for any other reason, it'll be stranded like any other creature would be.
That's what I understood as well. So Path to Exile still deals with Adventures creatures.
You can cast the card's adventure mode from your hand, and it goes to exile when you do. Creatures with "adventure" can be cast from exile.
So if you cast the adventure spell first, you can get both the adventure effect and the creature. And all creatures with an adventure spell attached to them are essentially immune to being exiled, since you can simply re-cast them from that zone.
Aaron Forsythe clarified this - creatures with adventure gain the ability to be cast from exile as the adventure resolves. If the creature ends up in exile for any other reason, it'll be stranded like any other creature would be.
Probably not a major issue but an annoying quirk to potentially keep track of.
Yes, it was clarified not to work that way. A creature gains the ability to be cast from exile as part of the adventure ability. Sorry for the confusion.
Knowing what we now know about Adventure, then...this is pretty bad, right? A 1/2 with no haste/evasion is going to have a tough time getting through for the artifact/enchantment destruction, and the sorcery is pretty weak sauce for 7 mana. Plus it's a sorcery, which rules out most of green's favorite cheating methods. Obviously modal spells tend to mean overpaying for the multiple effects, but I just don't see the overall package here being desirable for any deck.
Rules-wise, I wonder if Adventures just count as straight-up Sorcery cards. Like, could you exile Welcome Home with Arcane Savant? Or cast it off a Torrential Gearhulk? Even then it's probably not worth a spot in your 23, but I do hope some of the "big" Adventures might have some extra value in a big spells deck.
Seems like an interesting card for sure for cube design and this would be awsome as a 2/1
Any artifact removal on a body is great, but the need to connect makes it seem like it won't do much very often, and creating multiple tokens for the alternative cost is cool, but I am not sure what kind of deck is going to want that ability.
his does have me excited that we might get 1 or 2 cards with a similar design that could be great for cube though
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We do not.
It is pricey, but it's value is also dependent on how Adventure works. I guess we find out tomorrow?
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You can cast the card's adventure mode from your hand, and it goes to exile when you do. Creatures with "adventure" can be cast from exile.
So if you cast the adventure spell first, you can get both the adventure effect and the creature. And all creatures with an adventure spell attached to them are essentially immune to being exiled, since you can simply re-cast them from that zone.
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We don't know the bolded part to be true. For instance, if a Rebound spell is exiled in some other way you can't cast it from exile.
Granted, the two abilities work differently, but it is loose speculation to simply add a static "You may cast this from exile" to every Adventure card. Worse than that, to only add it to the creature side of the card.
That's what I understood as well. So Path to Exile still deals with Adventures creatures.
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Probably not a major issue but an annoying quirk to potentially keep track of.
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Rules-wise, I wonder if Adventures just count as straight-up Sorcery cards. Like, could you exile Welcome Home with Arcane Savant? Or cast it off a Torrential Gearhulk? Even then it's probably not worth a spot in your 23, but I do hope some of the "big" Adventures might have some extra value in a big spells deck.
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