White Plume Adventurer
The initiative arrives stapled to the body, and that is the whole appeal: a 3/3 that starts you crawling the Undercity the moment it lands, giving you both a clock and a dungeon venture that keeps ticking as long as you hold the token. The second ability is the quieter design, and the one that reframes how you sequence a turn cycle. Untapping a single creature at the start of each opponent's upkeep is a pseudo-vigilance grant that scales sideways: you swing on your turn and still have a blocker (or an untapped attacker for the initiative-defense scrum) when the table comes back around. Completing a dungeon flips that from a lone untap to untapping your whole board every opponent's upkeep, which turns defensive insurance into a Seedborn Muse-style tempo engine that frees every tapper, mana dork, and attacker you control across the round. What gives the card its shape is the arithmetic of the multiplayer table: more opponents means more upkeeps triggering the untap, so the ability's value grows precisely in the games where holding the initiative is hardest to defend. This is a piece built to reward keeping the initiative alive rather than merely acquiring it, and the cheap body is part of that discipline. It expects to eat removal and be recast, which is why it costs what it does rather than commanding a rate that would make losing it a disaster.


