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Moxonomy

Starting Town NPC

Creature — Human Peasant2 generic manaGreen mana

Adventure was built to bake a spell onto a creature card: one physical card that reads as two halves, with the Adventure printed on the same card as the body. This villager inverts the direction. Instead of the Adventure living on a printed card, it retroactively staples a Fetch Herbs Adventure (1 generic manaGreen mana for "You gain 2 life") onto every creature card in your hand at once, converting a static, anthem-shaped effect into a fistful of optional lifegain spells that don't cost you the creatures. Cast Fetch Herbs, gain 2, exile the creature, and drop the body later. The second clause is what makes routing bodies through exile worth the extra mana: any creature you cast from exile enters with an additional +1/+1 counter, and an Adventure is a legal way to move a creature through exile before it lands. So a creature-heavy hand quietly rewards taking the scenic route: incremental life on the way down, then a threat that arrives one counter bigger than printed. The RPG conceit is the whole gag (the NPC who sends you off to gather herbs before the real quest begins), but the underlying design is a genuine build-around, a green payoff that only returns value if your deck is willing to spend the extra mana to cast its creatures twice, once as the Adventure and once from exile.

Starting Town NPC (mb2)
MB2 · #585rare
Pricing
Normal: $0.23
Foil:
Oracle Text

Rules text

Each creature card in your hand has a 1 generic manaGreen mana Adventure sorcery named Fetch Herbs with "You gain 2 life." (You may cast it as the Adventure for 1 generic manaGreen mana. Then exile it, and you may cast the creature later from exile.) Each creature card you cast from exile enters the battlefield with an additional +1/+1 counter on it.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
N/A
Vintage
N/A
Commander
N/A
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
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