Adventures: "can play a card for its normal cost in top right…Or if it’s in your hand, you can pay adventure cost! It’ll do the effect in the adventure textbox, exile the card, and then you can still cast it later on."
Knight tribal as a theme
Order of Midnight 1B
Creature - Human Knight (u)
Flying
Can't block
2/2
------
Alter Fate
Sorcery- Adventure
Return target creature card from your graveyard to your hand.
n99
/////////
Smitten Swordmaster 1B
Creature - Human Knight (c)
Lifelink
2/1
-------
Curry Favor B
You gain x life and each opponent loses x life, where x is the number of knights you control
n105
///////////////
Foulmire Kinight B
Creature - Zombie Knight (u)
Deathtouch
1/1
--------------
Profane Insight 2B
You draw a card and you lose 1 life.
n90
///////////
Syr Konrad, The Grim
Legendary Creature - Human Knight (u)
Whenever another creature dies, or
a creature card is put into a graveyard from anywhere other than the batlefield, or
a creature card leaves your graveyard, Syr Konrad, The Grim deals 1 damage to each opponent.
1B: Each Player puts the top card of their library into their graveyard.
5/4
n107
But I'm kind of bummed at how much better every one of these cards would feel if the creature hit the battlefield first, and the adventure effect could somehow be cast later. This mechanic has echoes of bestow in how painful it's going to be to wait to cast the overcosted adventure effect before you can get the card onto the battlefield as a creature.
Sir Kondrad is pretty damn awesome, hurting opponents whenever you so much as sneeze.
(Self)mill, discard, kill, sacrifice, and reanimation can all dome those opponents... which might make this the most quintessentially black legend ever.
What in the goddamn of even is Syr Konrad? "Whenever graveyard or graveyard or graveyard, ping your opponent". He's the wordiest thing ever to do the most mundane thing ever... which now that I think of it, if this is WotC's flavorful way of making a "fantasy noble that talks a lot but does very little", this is pure brilliance. Still has potential in Commander though, considering he says "ANY creature dies or ANY creature is put into a graveyard", the damage racks up fast.
Adventures are cool, but a bit weird - they function mostly how I predicted they would, some Creature/Spell Split. But I was not expecting the "you can cast the creature half later" part. Order of Midnight seems very much playable though.
Also, Smitten Swordmaster is literally just Lord Farquaad. Please tell me I'm not the only one seeing this.
How do Adventure creatures work when they end up in exile normally (e.g. Path to Exile, graveyard exile effects)? You can't cast them from exile in this case...or can you?
Order of Midnight's habit of riding a raven(/crow) makes me think that, if Eldraine were the Pokemon universe, it would be riding a friggin Corviknight instead. (Granted, the Corviknight would probably be more cooperative.)
Additionally, is Syr Konrad the ruler of the black Realm of Eldraine?
why do the normal cards say u can play it later from exile and the altered art things dont ? why do only some say u can cast from exile while others dont on the normal ones. i mean u either now how it works or u r screwed if u just go by the card ?
But I'm kind of bummed at how much better every one of these cards would feel if the creature hit the battlefield first, and the adventure effect could somehow be cast later. This mechanic has echoes of bestow in how painful it's going to be to wait to cast the overcosted adventure effect before you can get the card onto the battlefield as a creature.
Casting creatures as sorceries is pretty weird to being with, so the extra-wacky (so wacky that it's never even been done in silver border) dimension of casting a spell from the battlefield would be overkill.
Gameplay wise, it's best to treat it like kicker. Cast the spell as a "normal" creature early, and use the alternate mode if you have the mana when drawn late (or vice-versa, depending on the costs). Holding the card in hand longer to get the maximum effect was a common mistake made with kicker, and it's a mistake here as well.
But I'm kind of bummed at how much better every one of these cards would feel if the creature hit the battlefield first, and the adventure effect could somehow be cast later. This mechanic has echoes of bestow in how painful it's going to be to wait to cast the overcosted adventure effect before you can get the card onto the battlefield as a creature.
Casting creatures as sorceries is pretty weird to being with, so the extra-wacky (so wacky that it's never even been done in silver border) dimension of casting a spell from the battlefield would be overkill.
Gameplay wise, it's best to treat it like kicker. Cast the spell as a "normal" creature early, and use the alternate mode if you have the mana when drawn late (or vice-versa, depending on the costs). Holding the card in hand longer to get the maximum effect was a common mistake made with kicker, and it's a mistake here as well.
Besides, Lovestruck beast works great and the ones shown here are not bad either. Only Flaxen intruder looks bad, she probably won't have a chance to connect once the game gets to the point where you can cast the adventure.
Gameplay wise, it's best to treat it like kicker. Cast the spell as a "normal" creature early, and use the alternate mode if you have the mana when drawn late (or vice-versa, depending on the costs). Holding the card in hand longer to get the maximum effect was a common mistake made with kicker, and it's a mistake here as well.
Note that it doesn't seem to be restricted to the same turn. You can play Alter Fate first, and then next turn cast Order of Midnight. So it's a bit more versatile than kicker.
Private Mod Note
():
Rollback Post to RevisionRollBack
Sorry for my possible english mistakes, I'm not a native speaker.
How do Adventure creatures work when they end up in exile normally (e.g. Path to Exile, graveyard exile effects)? You can't cast them from exile in this case...or can you?
Interesting question as to what happens if the card is otherwise exiled as it is going to take some extra baggage to clarify this point either way.
However, it appears that under no circumstances will the Adventure side be castable from exile leading me to suppose that part of the ability is "Adventures can only be cast from your hand" although there would be different ways to stipulate this.
What concerns me is that if they try to bury this question in the official rules (mostly opaque to players) without issuing a clarification it's going to be a major point of confusion. And it looks for all the world like they are going to do exactly that.
Why doesn't Syr Konrad, the Grim's first ability just read:
Whenever a creature card is put into your graveyard from anywhere or leaves your graveyard, do ~x~.
Why do they list both parts of dying or putting in the graveyard from anywhere else. Seems like a step back in templating.
Is it really just so it doesn't count himself when he dies? Also, counter to Ashiok, Dream Render and Kaya, Orzhov Usurper!
But I'm kind of bummed at how much better every one of these cards would feel if the creature hit the battlefield first, and the adventure effect could somehow be cast later. This mechanic has echoes of bestow in how painful it's going to be to wait to cast the overcosted adventure effect before you can get the card onto the battlefield as a creature.
Casting creatures as sorceries is pretty weird to being with, so the extra-wacky (so wacky that it's never even been done in silver border) dimension of casting a spell from the battlefield would be overkill.
Gameplay wise, it's best to treat it like kicker. Cast the spell as a "normal" creature early, and use the alternate mode if you have the mana when drawn late (or vice-versa, depending on the costs). Holding the card in hand longer to get the maximum effect was a common mistake made with kicker, and it's a mistake here as well.
Besides, Lovestruck beast works great and the ones shown here are not bad either. Only Flaxen intruder looks bad, she probably won't have a chance to connect once the game gets to the point where you can cast the adventure.
For most of these cards it seems as though its to gain some value before playing them, but for Flaxen Intruder and Foulmire Knight its a way to make some early drops more useful in topdeck mode. Sure you can still cast 'em later, but think of Goldilocks as a one drop that much later in the game can be cast with kicker to get bear tokens instead(-ish). At that point, casting her doesn't seem super great unless you need a chump, but it's still better than drawing a 1/2 on turn 8.
That's rather cool. It makes it feel like they're coming from a different dimension.
The plus side is that creatures on an adventure don't succumb to graveyard hate and can come back later on. That's a pretty cool concept. I like how they're using exile as a partial resource now.
'buster
Private Mod Note
():
Rollback Post to RevisionRollBack
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
Why doesn't Syr Konrad, the Grim's first ability just read:
Whenever a creature card is put into your graveyard from anywhere or leaves your graveyard, do ~x~.
Why do they list both parts of dying or putting in the graveyard from anywhere else. Seems like a step back in templating.
Is it really just so it doesn't count himself when he dies? Also, counter to Ashiok, Dream Render and Kaya, Orzhov Usurper!
Knowing Wizards it's another case of missing the forest for the tress (ie lets not stress about important things and worry about going over minutiae with a fine-tooth comb).
Which means it's probably because "Whenever another creature card..." is technically incorrect since permanents are creatures while in play/exile but creature cards in every other zone. Think dumb, really dumb.
(Since the distinction CAUSES far more confusion to people than glossing over it ever would, you might think they just introduce a fudge rule that "creature" = creature except in cases where another zone is referenced and then it equals "creature cards")
About Konrad, it's because its first two abilities don't only concern your creatures but also your opponent's, when the last ability only looks at your graveyard.
Private Mod Note
():
Rollback Post to RevisionRollBack
French Commander : Yisan Liliana Kytheon Kari Zev Grenzo Karlov Tajic Gitrog Prossh Turboramp Najeela Modern : Solemnity Prison Martyr Proc Devotion to Green 8 Whacks Eldrazi Processor Bogles Landfall Aggro Legacy : Goblins
I don't think the rules will be too crazy for it. I suspect it'll make a bubble effect on adventure cast, much like exiling for gonti, ashiok, or vivien(war). It'll probably be written something like:
You may cast the adventure if you play this card from your hand. If you do, Exile this card as it resolves and you may cast this card for as long as it remains exiled.
Which means it's probably because "Whenever another creature card..." is technically incorrect since permanents are creatures while in play/exile but creature cards in every other zone. Think dumb, really dumb.
(Since the distinction CAUSES far more confusion to people than glossing over it ever would, you might think they just introduce a fudge rule that "creature" = creature except in cases where another zone is referenced and then it equals "creature cards")
A creature card can be put into a graveyard from anywhere, it's not the reason it was worded like that.
This wording of the card allows the ability to trigger when:
- Any other creature dies (it doesn't matter who its controller is and if it's a token or a nontoken)
- A creature card is put into any graveyard from anywhere ("other than the battlefield" is redundant since it is already taken into account in the first case)
- A creature card leaves your graveyard (be it reanimation, delve, reshuffle or anything else)
I think they wanted to push the power level of this card and make sure it triggers a bunch of time but it is quite text-heavy. I would probably have preferred something like "Whenever a creature card is put into a graveyard from anywhere, or whenever a creature card leaves a graveyard"
Private Mod Note
():
Rollback Post to RevisionRollBack
Sorry for my possible english mistakes, I'm not a native speaker.
why do the normal cards say u can play it later from exile and the altered art things dont ? why do only some say u can cast from exile while others dont on the normal ones. i mean u either now how it works or u r screwed if u just go by the card ?
It’s just reminder text. Same as how some cards with Flying spell out that they can’t be blocked except by other creatures with Flying, while others trust you to know what Flying does.
- A creature card is put into any graveyard from anywhere ("other than the battlefield" is redundant since it is already taken into account in the first case)
If they didn't put "other than the battlefield" there, it would cause confusion. If a creature dies, does the ability trigger twice, once for creature dying, and once for creature card hitting the graveyard? My guess is that test players were either playing it wrong, or worse, inconsistently, and so they clarified it as much as possible.
Also of note: An Order of Midnight in hand and one in the yard means you can use one's Adventure mode to return the other to hand. Cast the adventurous copy. If it dies, you can then repeat with the the returned one, as needed. Grindy grindy!
Also of note: An Order of Midnight in hand and one in the yard means you can use one's Adventure mode to return the other to hand. Cast the adventurous copy. If it dies, you can then repeat with the the returned one, as needed. Grindy grindy!
Does anyone know for sure yet how this works with other exile effects? Do the adventure creatures essentially have a static clause that allows them to be cast from exile in all cases, or only if they were exiled due to the resolution of the adventure spell?
Does anyone know for sure yet how this works with other exile effects? Do the adventure creatures essentially have a static clause that allows them to be cast from exile in all cases, or only if they were exiled due to the resolution of the adventure spell?
According to the mechanics article, the creatures have to be "on an adventure" to be cast from exile, so presumably they have to be exiled by their own adventure ability.
Syr Konrad has to spell out the first two conditions because when a creature dies, the rule sees it as a creature entering the graveyard, but for any other zone, the rule sees it as a creature card entering the graveyard. A trivial issue gameplay-wise, but a major difference rule-wise.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Knight tribal as a theme
Order of Midnight 1B
Creature - Human Knight (u)
Flying
Can't block
2/2
------
Alter Fate
Sorcery- Adventure
Return target creature card from your graveyard to your hand.
n99
/////////
Smitten Swordmaster 1B
Creature - Human Knight (c)
Lifelink
2/1
-------
Curry Favor B
You gain x life and each opponent loses x life, where x is the number of knights you control
n105
///////////////
Foulmire Kinight B
Creature - Zombie Knight (u)
Deathtouch
1/1
--------------
Profane Insight 2B
You draw a card and you lose 1 life.
n90
///////////
Syr Konrad, The Grim
Legendary Creature - Human Knight (u)
Whenever another creature dies, or
a creature card is put into a graveyard from anywhere other than the batlefield, or
a creature card leaves your graveyard, Syr Konrad, The Grim deals 1 damage to each opponent.
1B: Each Player puts the top card of their library into their graveyard.
5/4
n107
https://www.powned.it/mtg-arena-news/mtgeldraine-spoiler-ign-su-twitter-rivela-altre-quattro-carte-della-prossima-espansione/
But I'm kind of bummed at how much better every one of these cards would feel if the creature hit the battlefield first, and the adventure effect could somehow be cast later. This mechanic has echoes of bestow in how painful it's going to be to wait to cast the overcosted adventure effect before you can get the card onto the battlefield as a creature.
(Self)mill, discard, kill, sacrifice, and reanimation can all dome those opponents... which might make this the most quintessentially black legend ever.
Adventures are cool, but a bit weird - they function mostly how I predicted they would, some Creature/Spell Split. But I was not expecting the "you can cast the creature half later" part. Order of Midnight seems very much playable though.
Also, Smitten Swordmaster is literally just Lord Farquaad. Please tell me I'm not the only one seeing this.
Order of Midnight's habit of riding a raven(/crow) makes me think that, if Eldraine were the Pokemon universe, it would be riding a friggin Corviknight instead. (Granted, the Corviknight would probably be more cooperative.)
Additionally, is Syr Konrad the ruler of the black Realm of Eldraine?
Gameplay wise, it's best to treat it like kicker. Cast the spell as a "normal" creature early, and use the alternate mode if you have the mana when drawn late (or vice-versa, depending on the costs). Holding the card in hand longer to get the maximum effect was a common mistake made with kicker, and it's a mistake here as well.
Besides, Lovestruck beast works great and the ones shown here are not bad either. Only Flaxen intruder looks bad, she probably won't have a chance to connect once the game gets to the point where you can cast the adventure.
Note that it doesn't seem to be restricted to the same turn. You can play Alter Fate first, and then next turn cast Order of Midnight. So it's a bit more versatile than kicker.
Many thanks to DNC at Heroes of the Plane Studios
Interesting question as to what happens if the card is otherwise exiled as it is going to take some extra baggage to clarify this point either way.
However, it appears that under no circumstances will the Adventure side be castable from exile leading me to suppose that part of the ability is "Adventures can only be cast from your hand" although there would be different ways to stipulate this.
What concerns me is that if they try to bury this question in the official rules (mostly opaque to players) without issuing a clarification it's going to be a major point of confusion. And it looks for all the world like they are going to do exactly that.
Whenever a creature card is put into your graveyard from anywhere or leaves your graveyard, do ~x~.
Why do they list both parts of dying or putting in the graveyard from anywhere else. Seems like a step back in templating.
Is it really just so it doesn't count himself when he dies? Also, counter to Ashiok, Dream Render and Kaya, Orzhov Usurper!
See:
For most of these cards it seems as though its to gain some value before playing them, but for Flaxen Intruder and Foulmire Knight its a way to make some early drops more useful in topdeck mode. Sure you can still cast 'em later, but think of Goldilocks as a one drop that much later in the game can be cast with kicker to get bear tokens instead(-ish). At that point, casting her doesn't seem super great unless you need a chump, but it's still better than drawing a 1/2 on turn 8.
The plus side is that creatures on an adventure don't succumb to graveyard hate and can come back later on. That's a pretty cool concept. I like how they're using exile as a partial resource now.
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
Knowing Wizards it's another case of missing the forest for the tress (ie lets not stress about important things and worry about going over minutiae with a fine-tooth comb).
Which means it's probably because "Whenever another creature card..." is technically incorrect since permanents are creatures while in play/exile but creature cards in every other zone. Think dumb, really dumb.
(Since the distinction CAUSES far more confusion to people than glossing over it ever would, you might think they just introduce a fudge rule that "creature" = creature except in cases where another zone is referenced and then it equals "creature cards")
Modern : Solemnity Prison Martyr Proc Devotion to Green 8 Whacks Eldrazi Processor Bogles Landfall Aggro
Legacy : Goblins
You may cast the adventure if you play this card from your hand. If you do, Exile this card as it resolves and you may cast this card for as long as it remains exiled.
A creature card can be put into a graveyard from anywhere, it's not the reason it was worded like that.
This wording of the card allows the ability to trigger when:
- Any other creature dies (it doesn't matter who its controller is and if it's a token or a nontoken)
- A creature card is put into any graveyard from anywhere ("other than the battlefield" is redundant since it is already taken into account in the first case)
- A creature card leaves your graveyard (be it reanimation, delve, reshuffle or anything else)
I think they wanted to push the power level of this card and make sure it triggers a bunch of time but it is quite text-heavy. I would probably have preferred something like "Whenever a creature card is put into a graveyard from anywhere, or whenever a creature card leaves a graveyard"
It’s just reminder text. Same as how some cards with Flying spell out that they can’t be blocked except by other creatures with Flying, while others trust you to know what Flying does.
If they didn't put "other than the battlefield" there, it would cause confusion. If a creature dies, does the ability trigger twice, once for creature dying, and once for creature card hitting the graveyard? My guess is that test players were either playing it wrong, or worse, inconsistently, and so they clarified it as much as possible.
The Order of Midnight special version art by Seb McKinnon is absolutely fantastic. I NEED that in foil!!!
Definitely explains why it can't block, then.
According to the mechanics article, the creatures have to be "on an adventure" to be cast from exile, so presumably they have to be exiled by their own adventure ability.