Top 10 Adventure Cards in Magic: The Gathering
How to Play Adventures in Magic
Introduced in the Throne of Eldraine expansion, Magic's adventure cards have two parts: a creature and an instant/sorcery. You can cast either half, but if you first play the instant or sorcery, it heads to exile, where you can later cast the creature from.
You can skip right to the creature if desired, but in most situations you'll want both, giving two spells in one—which reign supreme? These are the ten best adventure cards in Magic: The Gathering!
10. Realm-Cloaked Giant/Cast Off
CMC (Converted Mana Cost): 7/5
Both parts of this card are rather high on the mana curve, but Cast Off provides a powerful field wipe, destroying all non-giant creatures. From there, you can play Realm-Cloaked Giant, who enters as a 7/7 giant with vigilance.
Multiple copies of the card work well together, killing most foes while leaving your giants untouched, although the nuke can be dodged by...
9. Beanstalk Giant/Fertile Footsteps
Fertile Footsteps is the treat here, offering a land search for three mana that plays any basic land (not just a forest) from your deck, and untapped at that. Even with this bonus land, it'll be awhile before you can cast Beanstalk Giant, but when you do, he provides a beatstick whose power and toughness become equal to the number of lands you control.
I'm surprised such a hefty creature lacks trample, reach, or vigilance, but consider Beanstalk the bonus to an already-solid land search.
8. Giant Killer/Chop Down
Both parts of this spell hamper big threats. At instant speed, Chop Down simply destroys any creature with four or more power. Then, for a single mana, Giant Killer has respectable 1/2 stats and can tap and spend two mana to tap another creature.
Kill your biggest obstacle with the instant half, then use the creature portion to either stall other threats or shut down opposing blockers.
7. Merfolk Secretkeeper/Venture Deeper
This efficient card only needs one blue mana for each half—you can play both on turn two! Venture Deeper works well in mill decks, sending the top four cards of a player's library into their graveyard. Or, you can pick yourself to set your graveyard for future recoveries.
Afterwards, cast Secretkeeper from exile for a sturdy 0/4 blocker with both the merfolk and wizard subtypes, offering stall prowess plus tribal synergy in one.
6. Rosethorn Acolyte/Seasonal Ritual
Acolyte excels in rainbow decks since both her halves provide needed colors. Seasonal Ritual simply spends one green mana to add one of any color, great when you haven't drawn all the right land types yet.
Once you cast Acolyte herself, she simply taps for a mana of any color, increasing your production and covering for missing hues. Throw in the handy elf subtype plus decent 2/3 stats for a well-rounded unit.
5. Lovestruck Beast/Heart's Desire
Heart's Desire creates a puny 1/1 token, but it only costs one mana. You'll want the token for Lovestruck Beast, who wields incredible 5/5 stats but can only attack if you control a 1/1 creature (though he's always free to block).
So for four mana, you've got a total of 6/6 in power, and the cost can be divided over multiple turns. As a small bonus, the 1/1 token being white (and not green) empowers cards that strengthen based on the number of colors you control (like "Bloom Tender").
4. Fae of Wishes/Granted
Granted provides a fierce tutor, adding any non-creature you own from outside the game to your hand (in official matches, you can only pick cards from your sideboard). Still, that's a competitive and adaptable effect.
Afterwards, cast Fae for half the mana, scoring a flying 1/4 with both faerie and wizard synergy. Fae can also spend two mana and discard two cards to return herself to your hand, saving her from removals and letting you recast Granted for another tutor.
3. Brazen Borrower/Petty Theft
Petty Theft simply bounces a non-land permanent back to its owner's hand at instant speed, a versatile ability that can target numerous card types. Afterwards, you can cast Borrower from exile at instant speed thanks to his flash trait. He can only block creatures with flying, but makes a decent aggro unit thanks to having flying plus 3/1 stats and faerie synergy.
Of all today's cards, here's the one you might want to just cast as a creature first; once Borrower is exiled through Petty Theft, opponents (if paying attention) won't fall for her insta-blocker trick like they might if you conceal Borrower in your hand.
Then again, you can cast Theft as your turn-two play and Borrower as your turn-three, so there's plenty of ways to utilize the card.
2. Bonecrusher Giant/Stomp
Stomp instantly hits any target for two damage, a slightly costlier version of "Shock", but it also makes damage unpreventable that turn. And like Fae, you can play Stomp as your turn-two spell, then (assuming you have a land drop) cast Bonecrusher on the following round.
He wields impressive 4/3 stats and hits any player who targets him with a spell for two damage. That's a handy defense, just remember it can also hurt you when playing self-targeting instants or auras.
1. Murderous Rider/Swift End
Swift End by itself would be a competitive card. For three mana, you instantly destroy a creature or planeswalker, a fast and versatile removal reminiscent of Ixalan's "Vraska's Contempt".
Now, you lose two life when you cast Swift End, but it shouldn't be an issue since Murderous Rider carries 2/3 stats and lifelink, quickly regaining your health. He heads to the bottom of your deck when destroyed, so you can't recover him from your graveyard (unless he's sent them from a zone other than the field), but his zombie and knight subtypes offer plenty of tribal synergy.
Which card do you prefer?
Adventure Decks in Magic
Remember, adventures are treated as creature cards in all zones, so use creature-based supports to recycle them from your graveyard or tutor them from your deck. And since many have a removal as their sorcery/instant effect, you can devote more of your deckspace to other plays without sacrificing your disruption capacity.
So far, adventures have offered competitive spells without being completely overpowered, and I'm eager to see future releases (hopefully some multicolor adventures). But for now, as we await Wizards of the Coast's next set of twin-sided cards, vote for your favorite and I'll see you at our next MTG countdown!
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© 2019 Jeremy Gill