Chancellor of Tales
Adventure spells were designed to be two cards stapled together: cast the small effect now, tuck the creature into exile, cast the body later. This turns that structure into an engine by targeting the front half. When you cast the Adventure portion (the removal, the ramp, the burn), you get to copy it, and because the creature still goes to exile intact, you have doubled the value of the spell without spending a second card. The copy chooses new targets, so a single spot-removal Adventure clears two blockers, a single ramp Adventure fetches two lands, and a bounce effect resets two permanents. What sets the ceiling is that the copy only affects the spell on the stack, not the creature waiting in exile; you get one Adventure, twice, not two creatures. The flying 2/3 body is deliberately modest, doing enough to trade and chip in the air while the payoff sits entirely in the trigger. It rewards a build stuffed with Adventure cards specifically, a narrower demand than most value creatures make, and it asks you to sequence the Adventure half before you commit the creature, because casting the creature side outright triggers nothing. A niche the mechanic had not previously filled: a dedicated multiplier for a card type that already generates two-for-ones on its own.
