Are Quests Considered Non-Magical Spells?

When casting a spell, it doesn’t check if it’s legal until it’s on the stack. If the spell says creature in its types, it’s a noncreature card with morph ability. If you control Garruk’s Horde and the top card of your library is a noncreature card with morph ability, you may cast it using its morph ability.

Adventure cards do not count as noncreature spells, as they are not instant or sorcery. They are not a creature type, so any lands and cards with similar restrictions on using mana cannot be used to pay for that spell. However, you can send a card “on an Adventure” if you cast the Adventure part of the card.

When a player casts a noncreature spell, they counter that spell, creating X 1/1 white and blue Bird creature tokens with flying, where X is the spell’s mana value. Adventures count as non-creature spells because they trigger noncreature triggers. They are cast like other spells and are not a trigger, static, or activated ability.

In MTG, you can negate an adventure spell in MTG provided it’s been cast as an instant or sorcery spell, not the creature spell. An adventure card is always only a creature card except when it is on the stack after being cast as an adventure card.

In this week’s discussion, we will focus on the best non-creature cards that play defense and include five Honorable Mentions. The Release Notes provide information about the release of a new set, clarifications, and rulings involving that set’s cards.


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Does adventure count as casting?

It is not the case that casting a card as an adventure is considered to be an alternative cost. However, effects that allow a spell to be cast for an alternative cost without the payment of its mana cost may be applied to an adventure, thereby making it a creature card in every zone except the stack.

How do adventures work in MTG?

The Adventure spell subtype, which can be found on Creature, Enchantment, and Artifact cards, enables the card to be sent “on an Adventure” by casting the Adventure part. Once resolved, the card is placed in the exile zone, which can be highlighted using an Adventure token.

Is adventure uncountable?

The capacity for uncountable excitement, willingness to take risks, and openness to new ideas are indispensable qualities for any endeavor to achieve success.

Do adventures count as non creature spells?
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Do adventures count as non creature spells?

Adventures initially appeared on creature cards, but they eventually appeared on other permanent types, including artifacts and enchantments. A one-off exception is the Adventure Unlikely Meeting in the Doctor Who set of the Universes Beyond series, which appears on a sorcery. Adventure spells are thematic instants or sorceries related to a permanent, combining normal split cards, Aftermath spells, Evoke, and Entwine. Casting the Adventure half of a card represents going on an adventure, potentially becoming mechanically relevant.

The permanent is flavored as being part of the adventure, whether it’s an adventurer or encountered along the way. When the adventure resolves, the card is exiled, allowing the permanent spell to be cast from exile.

Is playing a land considered casting a spell?
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Is playing a land considered casting a spell?

In MTG, a spell is any card cast by a player, usually from their hand, but can also be cast from other areas of the battlefield, such as the library or graveyard. Land cards are not considered a spell. During a game, players will take actions such as tapping and untapping their cards, casting spells, and attacking/blocking with creatures. Tapping and untapping are crucial for indicating that a card has been used for the turn, such as using a land for mana, attacking with a creature, or activating an ability with a symbol.

To cast a spell, players must pay its mana cost by tapping lands or other permanents to make the required amount and type of mana. For example, to cast Serra Angel, players could tap three basic lands of any type plus two Plains.

Are lands noncreature spells?

Lands are not spells, as they move directly from other zones to the battlefield without using the stack. When played, a land enters play and does not exist on the stack for interaction. Tapping a land does not count as a spell, as mana abilities and activated abilities of lands are not spells. Permanents on the stack are considered spells once they resolve, but they are not spells once they resolve.

Are adventures modal spells?

Adventure spells are not modal; however, modal spells present two or more options in a bulleted list and instructions for the player to select one or more options. Spells with “spree” are modal spells, as they afford players the ability to select from a number of options.

What counts as a modal spell?

A modal spell or ability is a spell or ability that has two or more options in a bulleted list, followed by instructions for a player to choose one of those options. These spells or abilities give the caster a choice of two or more effects when cast or put on the stack. The mode is the different effects that can be chosen on a modal spell or ability. When announced, the controller first chooses one of the modes to take effect before choosing its target or targets if needed. A permanent with an activated or triggered ability that includes modes is not a modal spell.

What are noncreature spells?

It should be noted that lands and activated abilities are not considered to be spells. The casting of an instant, sorcery, enchantment, artifact, or planeswalker, which is not a creature, is regarded as a noncreature spell.

What counts as adventure?

Adventures are bold and risky experiences, often involving dangerous activities like traveling, skydiving, mountain climbing, scuba diving, and river rafting. These activities can create psychological arousal or help achieve a greater goal, such as acquiring knowledge. These experiences can be interpreted as negative or positive, and some people view adventure as a major pursuit in itself. Adventurer André Malraux and Helen Keller both emphasized the importance of risk-taking in life, stating that if a person is not ready to risk their life, their dignity is at risk.

Is heliod a noncreature spell?
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Is heliod a noncreature spell?

It can be demonstrated that Heliod does not exhibit a devotion to white below a value of five. Upon attaining life, one should place a +1/+1 counter on either a controlled creature or an enchantment.


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Are Quests Considered Non-Magical Spells?
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17 comments

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  • I don’t think WotC will ever print a card that interacts with emblems, and they shouldn’t. It takes way too much work to get an emblem across several turns to just have it removed. Plus, they’ve printed a ton more cards that can directly destroy planeswalkers in recent years. I think the number of games I’ve played where there’s been an emblem can be counted on one hand. Most of the walkers with emblem abilities you’re better off using the minus ability than working up to it anyway. I just don’t see emblems as a problem gameplay-wise.

  • To me, it’s more like the 7 dungeon commanders have 3 unique subthemes they can focus around. And if they want to even further specialize their deck around abusing certain rooms, then an even more focused theme, regardless of whether or not it works. I like it since it leaves you with direction but allows generally large variance within the direction.

  • all the dungeon commanders do different things. what you said is like saying that all the landfall commanders do the same thing, or all the flicker commanders do the same thing, etc. they have different themes and subthemes, obviously all legendary creatures aren’t meant to be commanders. the idea of printing a remove target emblem is a horrible one; planes walker ultimates are supposed to be game winning, that’s why they are so hard to get off. the dungeon mechanic doesn’t require a 5 minute article to understand, its pretty straightforward: choose a dungeon and either progress one stage into it or begin in. I love the website but I feel that you are really being too harsh on the mechanic.

  • Having played the set in limited, dungeons are fine: they’re not an emblem and don’t feel like it (although “Having completed a dungeon” is close, somewhat like having the city’s blessing). They feel like combat/ETB/LTB triggers with variance and progression. What’s not fine is having so many creatures legendary. It brings so little to the commander format considering all the options we already have, while hurting other formats as you can’t really consider playing them as 4-ofs.

  • I think the best way to think of dungeons is that the cards that trigger venture has an improving effect like first you get an etb that gains you 1 like then an attack trigger creatures a treasure and so on depending on the dungeon you are using, the dungeon card itself is just a representation of that increasing effect. Also dont be fooled Sefris is a cycling commander that gives you that increasing value from cycling/discarding a card

  • Flumph is a deterrent. It makes the attacking player have at least 2 attackers of 4+ power in order to get damage in, on top of that if you let it be known the attacking player isn’t drawing the card it will further this deterrence. Slap a way to regen this baby or clone it and it is fun for everyone, except the person doing the damage to it. Most cases

  • I think you’re really overestimating the uniqueness of dungeons. They’re a short cycle of minor fringe abilities like scrying, making a 1/1 token, making a treasure, drawing a card. Only Tomb of Annihilation can touch anyone else’s board, it does it mutually, and the end payoff is a legendary 4/4 token that’s bad in commander and useless after your first one. Otherwise, venture effects are really similar to triggered scry or treasure generation, just not as reliable. I don’t think the effects are big enough to be worthwhile in commander and you won’t see many decks based on them. The Acererak I pulled in the prerelease might go into my Scarab God deck just in case I get to go infinite with Rooftop Storm. The mechanic seems geared to limited, and based on my very early experience at the prerelease, it’s cool there but still overly complicated for a core set.

  • I don’t think you’re looking at dungeons in the right way. Venturing is a payoff for doing specific tasks, not far from being a more complicated version of scrying. You’re essentially complaining that you can’t stop your opponent from scrying as a part of playing their temples, except that scrying is more valuable than venturing. Unless you play one of the specific commanders that ventures, you are never going to venture more than 3 times per game. And based on the effects you can get, that’s worth about a card or so in total. And even in those six commander decks that do venture, each of them is built wildly differently. To say that they’re all the same is like saying that every deck built around drawing cards is identical. Plus, looking at each of them, they’re all different colors, and the only ones that triggers more than once a turn are Zalto and Acererak. So if you’re worried that an opponent is going to reach that mystical “draw three + free spell” in room 7 of the Mad Mage, just kill the commander. Six of them die to Lightning Bolt or Victim of Night. Furthermore, the amount of mana and cards that dungeon triggering decks invest in order to get that payoff is so high that frankly that most other decks would have already won the game. The only exception I’ve seen is Acererak + Aluren, and Aluren’s a card that fair decks don’t play. Heck, Zalto is a brewer’s dream, since the types of cards you’re looking to play are just utter nonsense that no one is going to have seen before.

  • I think on paper, the dungeon mechanic is kinda lame. But at the prerelease event, I built myself a Golgari Venture deck with Varis and Ellywick and in some turns I was able to venture 4-5 times. We were all suprised how much versitility this mechanics brings, even in a Draft Format. Even though the effects are very minor, they definitly add up pretty quick. Even though I dont think it will become anywhere near competitve, it sure makes a lot of fun to me.

  • Acererak plays nothing like any other dungeon commander. You use him as the sole dungeoneer and can either avoid the Tomb entirely using him to generate value, or B-line it to get a zombie rush. The rest of the deck has nothing to do with dungeons and instead is a control shell, letting you pay 3 at sorcery speed to tick up the same way level up or classes, which you included in this as being oh so wonderful, do.

  • I pulled wizards spellbook at prerelease and I’m thinking of running it. It could go in 5 color decks and target instants and sorcerers in any graveyard. It seems ok, though the price means I probably can’t activate it on the turn it comes down. Still pretty good if I need to snag a board wipe from somebody’s graveyard.

  • Everyone’s entitled to an opinion for sure, I’m not gonna form mine until I’ve played with the cards and mechanics for a bit. To me, at face values the dungeons seem to just be an interesting way of adding variable triggered abilities to a creature, where it’s impossible normally because there’s not enough text space on a card. Again, not sure yet how I feel so will test it out and decide. I’m always on the side of cautiously optimistic with these things, unless it’s a massive mess like The Walking Dead was!

  • About your emblem point: I feel you, but I don’t think I would put emblem hate into my decks. Maybe as a modal card or a charm or something. They really should just rule change them into being permanents so they die to Beast Within and the like. But honestly I think emblems are fair in a vacuum. It’s really tough to tick up your loyalty the conventional way and you deserve the reward. The true problem is the interaction between Planeswalkers and cards like Doubling Season imo. I’ve never seen somebody having more than one emblem who didn’t cheat them in like this.

  • I’m not a big fan of the dice rolling and dungeon mechanics as someone who has played D&D once in my entire life, but to me, this reeks of “Flavor of the Week” and very parasitic mechanically like Energy. We’ll see it until the next set drops (which should be next week by WotC’s calendar), and then only the dedicated will run it afterwards.

  • It is SAD that the jellyfish is even talked about, simply because WoTC refuses to give white card draw when every other color continues to get more and more of it. It’s not even close to card advantage because your giving your opponent just as many cards as as you get. The thing that really makes it so shitty? To really take advantage of it you need to be in black, red, or green. As mono-white it will rarely do anything unless your opponent has to attack you specifically. If the fish was any other color, it would be literally unplayable outside of joke group-hug decks. (Also, Instrument of the Bards is INSANELY slow. You need FOUR turns and FOUR mana to get a 3 drop? (It doesn’t start with a counter and triggers on your upkeep.) Your in green, there’s WAY better and faster ways to tutor creatures. Maybe if you’re proliferating or something, other than that, seems really slow, and very likely to die to an incidental board wipe before you ever get to activate it.)

  • I completely agree with you on the dungeon topic and in general on how they designed the set. I love the flavor, but i do not like the mechanics of the set, they feel way too much like an “un”-set. And i even think the mechanics are actively bad for the game, as Dungeons are way too much of a uninteractable subgame and the dicerolling enters too much randomness in the game i feel like. But great article with really good picks!

  • What worries me the most about this set is the increasing stapling of incidental treasures on cards after Kalheim and Strixhaven already having a lot of it, not even speaking of Tireless Provisioner and Academy Manufacturer. Having treasures everywhere will inevitably fasten the pace of games and reduce the ability to compete with fair or suboptimal strategies.

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