Spoils of Adventure
– Zendikar Rising
September 23, 2020
Commander [EDH]: 2.50
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Anyone reading this who’s played Dungeons and Dragons (and if you haven’t, try it – it’s fun) already knows that the main reason to go adventuring is the memories. Also the loot – the delicious loot. This particular card is not superficially the most tasty type of draw spell, though there are enough relevantly-typed creatures in Zendikar Rising to make a fun tempo deck, even if it doesn’t end up being tournament-tier. You might have to accept that you won’t always get the full discount, but it will often do enough to keep you in the game in the long run.
And I do love the expressions on the characters’ faces, with the pure joy of adventure that they’re all showing and sharing with you. Just don’t pick up any night-black swords, ostentatiously plain golden rings, or jewels that seem to have their own inner light. I’ve heard those things are nothing but trouble.
The strength of Spoils of Adventure is directly related to how reliably you can get the cost down to a manageable amount; the life gain is a nice rider, but the main draw is the “draw three”, which is usually efficiently costed when it’s between four and five mana for the effect. Being able to get it down to two mana is pretty insane, but even settling for four or five can help grease the wheels in a long game. It’s definitely a role player, but it has a lot it can offer if your game drags on and you have the entire party together.
We would love more volunteers to help us with our Magic the Gathering Card of the Day reviews. If you want to share your ideas on cards with other fans, feel free to drop us an email. We’d be happy to link back to your blog / YouTube Channel / etc. 😉