I presume I can't buyback an adventure spell, since adventures requires me to exile it as the spell resolved, similar to Flashback?)
You can. When the adventure goes to resolve it has two replacement effects trying to apply. One from Soulfire Grand Master and one from the adventure itself from 715.3d. As its controller you choose one to apply. Because both specify if it would go to the gy instead do X whichever one you apply first will be the only one able to apply. This is the difference from flashback as flashback says that if the spell would go anywhere other than exile it gets exiled so no matter how you apply the replacement effects it will always get exiled.
I was under the impression that Adventure's replacement effect is a self-replacement effect (rule 614.15), and as such would have to be applied first.
How can one tell what is and what isn't a self-replacement effect?
I was under the impression that Adventure's replacement effect is a self-replacement effect (rule 614.15), and as such would have to be applied first.
How can one tell what is and what isn't a self-replacement effect?
614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability's own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.
A self-replacement effect needs to replace part of the spell's own effect. Going to the graveyard as it resolves isn't "that spell's own effect", so replacing it isn't considered a self-replacement effect.
Brimstone Volley and Burst Lightning have self-replacement effects. They replace their own damage with a higher amount of damage; if applicable, you always start with the higher damage before trying to apply any other damage-changing/-preventing effect.
I presume I can't buyback an adventure spell, since adventures requires me to exile it as the spell resolved, similar to Flashback?)
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
You can. When the adventure goes to resolve it has two replacement effects trying to apply. One from Soulfire Grand Master and one from the adventure itself from 715.3d. As its controller you choose one to apply. Because both specify if it would go to the gy instead do X whichever one you apply first will be the only one able to apply. This is the difference from flashback as flashback says that if the spell would go anywhere other than exile it gets exiled so no matter how you apply the replacement effects it will always get exiled.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
How can one tell what is and what isn't a self-replacement effect?
RULES OF MAGIC :
http://magic.wizards.com/en/game-info/gameplay/rules-and-formats/rules
614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability's own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.
A self-replacement effect needs to replace part of the spell's own effect. Going to the graveyard as it resolves isn't "that spell's own effect", so replacing it isn't considered a self-replacement effect.
Brimstone Volley and Burst Lightning have self-replacement effects. They replace their own damage with a higher amount of damage; if applicable, you always start with the higher damage before trying to apply any other damage-changing/-preventing effect.
RULES OF MAGIC :
http://magic.wizards.com/en/game-info/gameplay/rules-and-formats/rules