Rules
Comprehensive Rules
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700General701Keyword Actions702Keyword Abilities703Turn-Based Actions704State-Based Actions705Flipping a Coin706Rolling a Die707Copying Objects708Face-Down Spells and Permanents709Split Cards710Flip Cards711Leveler Cards712Double-Faced Cards713Substitute Cards714Saga Cards715Adventurer Cards716Class Cards717Attraction Cards718Prototype Cards719Case Cards720Omen Cards721Station Cards722Preparation Cards723Controlling Another Player724Ending Turns and Phases725The Monarch726The Initiative727Restarting the Game728Rad Counters729Subgames730Merging with Permanents731Day and Night732Taking Shortcuts733Handling Illegal Actions
715. Adventurer Cards
715.1
Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.
715.2
The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.
715.3
As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure.
715.4
In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.
715.5
If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.