Merchant of the Vale // Haggle
The Adventure structure is doing quiet economic work here that a plain looter never could. Haggle is a one-mana rummage cast from the front of the card: pitch a dead land or a spent spell, dig one deeper, and the card doesn't vanish into the graveyard the way a discarded body would. It waits in exile as a 2/3 you can cast later, meaning the same cardboard smooths your early draws and then rejoins the board as a real creature. That two-stage payoff is Adventure at its most literal: the front half is pure card selection, the back half is a body with a repeatable rummaging engine attached. The Merchant's loop costs each time, so it is deliberately slow, a mana sink for the late game rather than an efficient filter, but it turns flooded turns into fresh cards without ever running you out of gas. What makes the design cohere is that both halves want the same thing: a deck with excess lands or graveyard payoffs to feed the discard. You are never wasting the exile clause, because the creature you cast off it is the very engine that makes future discards pay. It is a modest rate wrapped around a genuinely tidy idea about how one card can fill two roles at two different points in a game.



