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Beluna Grandsquall
( 3)
Legendary Creature — Giant Noble
(4/4)
Trample Permanent spells you cast that have an Adventure cost less to cast.
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Candlekeep Inspiration
( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Caves of Chaos Adventurer
( 4)
Creature — Human Barbarian
(5/3)
Trample When Caves of Chaos Adventurer enters, you take the initiative. Whenever Caves of Chaos Adventurer attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
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Chancellor of Tales
( 4)
Creature — Faerie Advisor
(2/3)
Flying Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
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Edgewall Inn
( 0)
Land
Edgewall Inn enters tapped. As Edgewall Inn enters, choose a color. : Add one mana of the chosen color. , , Sacrifice Edgewall Inn: Return target card that has an Adventure from your graveyard to your hand.
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Edgewall Innkeeper
( 1)
Creature — Human Peasant
(1/1)
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
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Frantic Firebolt
( 3)
Instant
Frantic Firebolt deals X damage to target creature, where X is 2 plus the number of cards in your graveyard that are instant cards, sorcery cards, and/or have an Adventure.
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Garenbrig Squire
( 2)
Creature — Human Soldier
(2/2)
Whenever you cast a creature spell that has an Adventure, Garenbrig Squire gets +1/+1 until end of turn. (It doesn't need to have gone on the adventure first.)
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Gorion, Wise Mentor
( 3)
Legendary Creature — Human Wizard
(3/4)
Vigilance Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
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Hearth Elemental
( 6)
Creature — Elemental
(4/5)
This spell costs less to cast, where X is the number of cards in your graveyard that are instant cards, sorcery cards, and/or have an Adventure.
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Howling Galefang
( 4)
Creature — Beast
(4/4)
Vigilance Howling Galefang has haste as long as you own a card in exile that has an Adventure.
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Lozhan, Dragons' Legacy
( 5)
Legendary Creature — Dragon Shaman
(4/2)
Flying Whenever you cast an Adventure or Dragon spell, Lozhan, Dragons' Legacy deals damage equal to that spell's mana value to any target that isn't a commander.
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Lucky Clover
( 2)
Artifact
Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.
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Memory Theft
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. You may put a card that has an Adventure that player owns from exile into that player's graveyard.
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Mosswood Dreadknight
( 2)
Creature — Human Knight
(3/2)
Trample When Mosswood Dreadknight dies, you may cast it from your graveyard as an Adventure until the end of your next turn.
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Mysterious Pathlighter
( 3)
Creature — Faerie
(2/2)
Flying Each creature you control that has an Adventure enters with an additional +1/+1 counter on it. (It doesn't need to have gone on the adventure first.)
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Ravenloft Adventurer
( 4)
Creature — Human Rogue Assassin
(3/4)
When Ravenloft Adventurer enters, you take the initiative. If a creature an opponent controls would die, instead exile it and put a hit counter on it. Whenever Ravenloft Adventurer attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
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Sailors' Bane
( 9)
Creature — Dragon Turtle
(7/7)
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Sentinel of Lost Lore
( 3)
Creature — Elf Knight
(3/4)
When Sentinel of Lost Lore enters, choose one or more — • Return target card you own in exile that has an Adventure to your hand. • Put target card you don't own in exile that has an Adventure on the bottom of its owner's library. • Exile target player's graveyard.
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Hearth Elemental (Stoke Genius)
( 2)
Sorcery — Adventure
Discard your hand, then draw two cards. (Then exile this card. You may cast the creature later from exile.)
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Storyteller Pixie
( 4)
Creature — Faerie Wizard
(3/3)
Flying Whenever you cast an Adventure spell, draw a card.
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Tomb of Horrors Adventurer
( 6)
Creature — Elf Monk
(4/4)
When Tomb of Horrors Adventurer enters, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
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Triumphant Adventurer
( 2)
Creature — Human Knight
(1/1)
Deathtouch During your turn, Triumphant Adventurer has first strike. Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
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Undermountain Adventurer
( 4)
Creature — Giant Warrior
(3/4)
Vigilance When Undermountain Adventurer enters, you take the initiative. : Add . If you've completed a dungeon, add six instead.
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Veteran Adventurer
( 6)
Creature — Human
(5/5)
Veteran Adventurer is also a Cleric, Rogue, Warrior, and Wizard. This spell costs less to cast for each creature in your party. Vigilance
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Wandermare
( 3)
Creature — Horse
(3/3)
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare. (It doesn't need to have gone on the adventure first.)
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White Plume Adventurer
( 3)
Creature — Orc Cleric
(3/3)
When White Plume Adventurer enters, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
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