Order of Midnight // Alter Fate
Cast Alter Fate first as a two-mana Raise Dead, buy back your best creature, then send the Knight to exile for a delayed second play that costs no additional card. The sequencing follows the standard Adventure order: the low-ceiling half resolves now, and the creature half sits exiled until you spend the mana to deploy it. Order of Midnight is barely a body: the "can't block" clause taxes the flying and fixes it as a pure clock, never a defensive piece, which is exactly the point. Getting one spent creature back to hand is a modest effect priced on its own, so bolting it to a cheap evasive attacker converts a marginal recursion spell into a play that both refuels the hand and applies pressure. The pairing holds together on target selection: Alter Fate returns any creature card from the graveyard, so its value scales with whatever you have been trading into the yard, and the Knight remains a fallback beater when nothing there is worth retrieving. This is a design that pays off in a grinding, creature-swapping shell, where a two-mana flier that also rebuilds your resources returns more than either half priced separately.




