Magic designer Gavin Verhey introduced the Adventure mechanic in the latest MTG expansion, allowing players to cast certain cards as creatures or alternate spells. Adventure is a spell subtype on Instants, Sorceries attached to Creature, Enchantment, or Artifact cards. Players can cast the Adventure part of the card, sending it into exile.
Create an Adventure card by casting the Adventure part of the card, which puts the creature portion of the card in exile. When the Adventure resolves, the card is exiled, and the permanent spell may be cast from exile when exiled as part of the resolution. Adventure spells only exist on the stack, and in all other zones, the characteristics of an Adventure are ignored.
When the creature is on the battlefield, players cannot cast the Adventure spell. When using a card’s adventure ability, it acts as an instant or sorcery spell while on the stack. If the card resolves, it goes into exile, where the player determines the total cost of the spell, usually just the mana cost. Some spells have additional or alternative costs.
In general, an adventurer card can be cast either normally (e.g., as Champions of the Realm) or as an Adventure (e.g., as Join the…).
The Adventure mechanic allows players to cast certain cards as creatures or alternate spells, with the main spell of the card being cast from exile if the inset spell, labeled “adventure”, is resolved. Both spells must follow the appropriate casting time rules.
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