"While Beanstalk Giant is on the battlefield, just ignore the Adventure and all its text. While the card is in your hand, your graveyard, your library, even exile, it has only the characteristics of the creature, not the Adventure. For example, if you cast a spell that lets you search your library and find a creature card, you can find Beanstalk Giant. But if you cast a spell that lets you search your library and find an instant or sorcery card, you won't be able to find Fertile Footsteps."
So in cube this means....
- You cannot use Snapcaster Mage / Jace, Telepath Unbound / Past in Flames / Torrential Gearhulk type effects to give your adventure flashback from the graveyard since cards with adventure are only seen as creatures in any zone except the stack.
- Only counts as a creature in the graveyard for effects like Tarmogoyf / Emrakul, the Promised End.
- It seems like you can still cast a card for its adventure mode outside of your hand via things like Chandra, Torch of Defiance's +1 ability / Yawgmoth's Will / Bolas's Citadel / etc.
- You cannot Mystical Tutor to search for an adventure card.
Dark Confidant only looks at the creature's CMC.
Won't be surprised if I'm wrong on some of these interactions, but this is how I'm interpreting the rulings via the article.
Does Chandra and Yawgmoth's Will allow you to cast the Adventure side? "While the card is in your hand, your graveyard, your library, even exile, it has only the characteristics of the creature, not the Adventure" seems to contradict this.
Does Chandra and Yawgmoth's Will allow you to cast the Adventure side? "While the card is in your hand, your graveyard, your library, even exile, it has only the characteristics of the creature, not the Adventure" seems to contradict this.
It's never said that casting from adventure is zone specific. Even though it's only a creature in the hand, you can still cast it as a sorcery.
Per the article:
"As you're casting this foreboding-yet-strangely-beautiful card, you choose which part, creature or Adventure, you're casting."
As long as you're able to cast it, you can choose either creature or adventure, which should mean that cards like Chandra and Yawgmoth's Will should allow you to cast it as an adventure.
I assume it's a sorcery or instant as you cast the adventure half, right? For things like the spells matter deck and conditional counterspells?
Yes, it will exist as an instant or sorcery on the stack if you cast it for the adventure half. The stack is the only zone where an adventure card can exist as an instant or a sorcery.
I think this is one of the best mechanics for cube we've seen in a LONG time. It's like a combo between split cards, fuse, and aftermath. Every single card with adventure gives you the option to "draw a card." I'm guessing we get several good Adventure cards for cube.
I've been thinking: doesn't this mechanic give some further fringe benefits to bounce and disentomb effects? Imagine you play a Murderous Rider (maybe even after using the HD version). Someone plays a mondo threat of some kind you need dead; you can Crystal Shard him back up to cast the spell version again. Rider doesn't work with disentomb stuff as well (since it goes back into the deck on death), but maybe some of the other cards work well.
So, while we lose Snapcaster interactions with these spells, maybe there are some interesting synergies that aren't immediately obvious? This almost-etb effect could end up being more powerful than I was initially giving it credit for.
I'm just kinda curious if that was all immediately obvious to y'all, or if you maybe have other cool thoughts about how the mechanic might play out.
"While Beanstalk Giant is on the battlefield, just ignore the Adventure and all its text. While the card is in your hand, your graveyard, your library, even exile, it has only the characteristics of the creature, not the Adventure. For example, if you cast a spell that lets you search your library and find a creature card, you can find Beanstalk Giant. But if you cast a spell that lets you search your library and find an instant or sorcery card, you won't be able to find Fertile Footsteps."
So in cube this means....
- You cannot use Snapcaster Mage / Jace, Telepath Unbound / Past in Flames / Torrential Gearhulk type effects to give your adventure flashback from the graveyard since cards with adventure are only seen as creatures in any zone except the stack.
- Only counts as a creature in the graveyard for effects like Tarmogoyf / Emrakul, the Promised End.
- It seems like you can still cast a card for its adventure mode outside of your hand via things like Chandra, Torch of Defiance's +1 ability / Yawgmoth's Will / Bolas's Citadel / etc.
- You cannot Mystical Tutor to search for an adventure card.
Dark Confidant only looks at the creature's CMC.
Won't be surprised if I'm wrong on some of these interactions, but this is how I'm interpreting the rulings via the article.
My High Octane Unpowered Cube on CubeCobra
Check out the Cube Discord channel here
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
It's never said that casting from adventure is zone specific. Even though it's only a creature in the hand, you can still cast it as a sorcery.
Per the article:
"As you're casting this foreboding-yet-strangely-beautiful card, you choose which part, creature or Adventure, you're casting."
As long as you're able to cast it, you can choose either creature or adventure, which should mean that cards like Chandra and Yawgmoth's Will should allow you to cast it as an adventure.
Good catch, I'll add that on the list.
My High Octane Unpowered Cube on CubeCobra
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
Yes, it will exist as an instant or sorcery on the stack if you cast it for the adventure half. The stack is the only zone where an adventure card can exist as an instant or a sorcery.
My High Octane Unpowered Cube on CubeCobra
I think this is one of the best mechanics for cube we've seen in a LONG time. It's like a combo between split cards, fuse, and aftermath. Every single card with adventure gives you the option to "draw a card." I'm guessing we get several good Adventure cards for cube.
So, while we lose Snapcaster interactions with these spells, maybe there are some interesting synergies that aren't immediately obvious? This almost-etb effect could end up being more powerful than I was initially giving it credit for.
I'm just kinda curious if that was all immediately obvious to y'all, or if you maybe have other cool thoughts about how the mechanic might play out.
You can cast either the creature or the Adventure side with Escape. You pay that side's cost plus exile three cards.