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Moxonomy

Radiant Solar

Creature — Angel5 generic manaWhite mana

The venture mechanic's problem, structurally, was that it needed volume: a single trigger walks you one room down a dungeon that only pays off across three or five or more steps. Most venture cards gave you one advance and asked you to find the rest yourself. This one turns venture into a passive engine by hanging the trigger on every nontoken creature you control entering, not just its own arrival. Play it, then deploy a curve, and you accumulate dungeon progress the way other white value decks accumulate life or tokens: as a side effect of doing what you were going to do anyway. The 3/6 flying, lifelink body is the anchor that survives the board while the engine ticks, and the discard ability is the release valve for when it is stranded in hand: pitch it for another venture and three life rather than sit on a six-drop you cannot cast. Notice what that discard clause implies: the card contributes even when it never reaches the battlefield, which is unusual for a creature built to be the payoff rather than the enabler. The design reads less like a finisher and more like a dungeon-crawl subsystem's reliable clock, the piece that guarantees you keep descending regardless of what the rest of the deck is doing.

Radiant Solar (afc)
AFC · #9rare
Pricing
Normal: $3.73
Foil:
Oracle Text

Rules text

Flying, lifelink Whenever this creature or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.) White mana, Discard this card: Venture into the dungeon and you gain 3 life.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

1 set
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