Tomb of Horrors Adventurer MTG Card


Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost6
RarityRare
TypeCreature — Elf Monk
Power 4
Toughness 4

Key Takeaways

  1. Card draws and resource acceleration from Tomb of Horrors Adventurer can be game-changers during matches.
  2. Playing the card requires careful management of your hand and deck strategy, impacting versatility.
  3. Knowledge of similar cards and effective counters is critical for outplaying the Adventurer.

Where to buy

If you're looking to purchase Tomb of Horrors Adventurer MTG card by a specific set like Battle for Baldur's Gate Promos and Commander Legends: Battle for Baldur's Gate, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Tomb of Horrors Adventurer and other MTG cards:

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Text of card

When Tomb of Horrors Adventurer enters the battlefield, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)


Card Pros

Card Advantage: The Tomb of Horrors Adventurer card is designed to offer players a strategic advantage by allowing for additional card draws. This enables players to have a more extensive selection of resources at their disposal, making it easier to counter opponents’ moves and maintain an edge over the course of the game.

Resource Acceleration: On top of drawing cards, if the conditions are right, Tomb of Horrors Adventurer can be a source of resource acceleration. By potentially providing access to more mana, players can deploy their spells and creatures earlier than expected, which could be critical to winning a match.

Instant Speed: The instant speed quality of this card signifies that it can be played at almost any time, offering the flexibility to respond to an opponent’s actions during their turn. This surprise element can disrupt opponents’ strategies while providing the player with the opportunity to align their plays without signaling their intent beforehand.


Card Cons

Discard Requirement: Tomb of Horrors Adventurer obliges players to discard another card to trigger some of its abilities. This can put players at a disadvantage, especially in tight situations where each card in hand is crucial.

Specific Mana Cost: Playing this card requires a precise combination of mana types. This necessity often restricts its inclusion to certain deck archetypes, potentially narrowing its versatility across various formats.

Comparatively High Mana Cost: Despite its potential for a significant effect on the game, the cost to get Tomb of Horrors Adventurer on the field might be steep compared to other creatures or spells in the same mana range. This can affect the card’s playability, particularly in fast-paced games where efficiency is key.


Reasons to Include in Your Collection

Versatility: Tomb of Horrors Adventurer offers a range of options with its modal abilities. It’s a flexible pick for various deck themes and strategies, easily slotting into control or midrange decks looking for diverse play options.

Combo Potential: With the right synergies in play, this card’s abilities can be a springboard for combo plays that can turn the tide of the game. Its Adventure mechanic provides players the opportunity to maximize resource usage and tactical depth.

Meta-Relevance: This card can adapt to various meta environments, providing utility against an array of opposing strategies. Its presence in a collection ensures that players have a valuable tool as the competitive landscape shifts.


How to Beat Tomb of Horrors Adventurer

Confronting the Tomb of Horrors Adventurer card head-on in a game of MTG requires strategic cunning. This powerful card challenges players by offering an array of abilities that can quickly turn the tides of a match. The Adventurer boasts a balanced set of stats and a conversion mechanic that bolsters its owner’s resources.

To counteract this multifaceted foe, consider utilizing removal spells that can bypass its conversion ability, such as Murder or Path to Exile, which can eliminate it regardless of its form. Cards that negate abilities or strip away creature types can also cripple its utility and are invaluable in your deck. Prioritize control elements that help dictate the pace of play, and remember that cards with the Exile effect could be particularly effective against this Adventurer.

Ultimately, the key to overpowering the Tomb of Horrors Adventurer lies in anticipation and disruption. Disarray your opponent’s plans, focus on robust removals, and stay one step ahead by predicting the transformation. A well-timed intervention will ensure that the Adventurer’s journey through the tomb is a perilous one. Aim to dismantle your opponent’s strategy, and victory is in clear sight.


BurnMana Recommendations

Dipping into the potential of the Tomb of Horrors Adventurer offers strategic depth to any MTG player’s deck. With abilities that range from drawing extra cards to acceleration and instant speed reactions, each play could tilt the game in your favor. While the need to discard and the card’s specific mana demands pose a challenge, the diverse play options and combo potential it unlocks are valuable. It can transition seamlessly into midrange or control decks, and its adaptability in shifting meta makes it a worthy collection piece. If you’re seeking to refine your game and explore synergies within your deck, this card could be a keystone. Embark on an adventure in deck optimization with us and discover the richness that Tomb of Horrors Adventurer brings to your MTG battles.


Cards like Tomb of Horrors Adventurer

The Tomb of Horrors Adventurer card introduces a unique blend of versatility and strategic depth to Magic: The Gathering gameplay. When looking at cards with a comparable scope of utility, Tuktuk the Explorer comes to mind. Tuktuk offers a similar benefit of leaving behind a creature token when it dies. In contrast, Tomb of Horrors Adventurer takes a different path by enabling card selection and graveyard manipulation.

A more direct comparison could be drawn with the likes of Balustrade Spy, who also explores the top of the player’s library but does so in a way that looks for lands, whereas the Adventurer can potentially filter through more cards. In addition, Venture Deeper is another card that aims to put cards into the graveyard but lacks the Adventurer’s added value of creating a creature token. The Adventurer card provides a strategic advantage by paving the way for powerful delve and reanimator strategies, which could shift the game’s course.

In examining the spectrum of similar abilities, the card stands out with its blend of features that invite players to engage in more nuanced deck construction. The combination of potential graveyard setup and creature-creating capabilities makes it a valuable tool for players looking to harness the synergies between their deck components.

Tuktuk the Explorer - MTG Card versions
Balustrade Spy - MTG Card versions
Tuktuk the Explorer - MTG Card versions
Balustrade Spy - MTG Card versions

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Sun Quan, Lord of Wu - MTG Card versions
Sliptide Serpent - MTG Card versions
Zanam Djinn - MTG Card versions
Mahamoti Djinn - MTG Card versions
Deepfathom Skulker - MTG Card versions
Sakashima's Protege - MTG Card versions
Zahid, Djinn of the Lamp - MTG Card versions
Shoreline Ranger - MTG Card versions
Vedalken Dismisser - MTG Card versions
Novijen Sages - MTG Card versions
Storm Elemental - MTG Card versions
Draining Whelk - MTG Card versions
Arcanis the Omnipotent - MTG Card versions
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Printings

The Tomb of Horrors Adventurer Magic the Gathering card was released in 2 different sets between 2022-06-10 and 2022-06-10. Illustrated by Irina Nordsol.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12022-06-10Battle for Baldur's Gate PromosPCLB 100s2015NormalBlackIrina Nordsol
22022-06-10Commander Legends: Battle for Baldur's GateCLB 1002015NormalBlackIrina Nordsol
32022-06-10Commander Legends: Battle for Baldur's GateCLB 5672015NormalBlackIrina Nordsol

Legalities

Magic the Gathering formats where Tomb of Horrors Adventurer has restrictions

FormatLegality
CommanderLegal
LegacyLegal
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering Tomb of Horrors Adventurer card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2022-06-10 A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
2022-06-10 A resolving copy of a permanent spell becomes a token, so the token isn't “created.” Effects that care about a token being created won't interact with a token that enters the battlefield because the triggered ability copied a permanent spell.
2022-06-10 Each of the copies will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal). If there are multiple copies, you may change the targets of each of them to different legal targets.
2022-06-10 If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
2022-06-10 If the spell Tomb of Horrors Adventurer copies has an X whose value was determined as it was cast (like Fireball does), the copy has the same value of X.
2022-06-10 If the spell Tomb of Horrors Adventurer's ability copies is modal (that is, it has a bulleted list of choices), the copies will have the same mode(s). You can't choose different ones.
2022-06-10 If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
2022-06-10 If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
2022-06-10 In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
2022-06-10 Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
2022-06-10 Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
2022-06-10 The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
2022-06-10 The triggered ability will copy the spell that caused it to trigger even if that spell has been countered by the time that ability resolves.
2022-06-10 There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
2022-06-10 When the triggered ability of Tomb of Horrors Adventurer resolves, it creates one or two copies of a spell. You control each of the copies. Those copies are created on the stack, so they're not “cast.” Abilities that trigger when a player casts a spell won't trigger. The copies will then resolve like normal spells, after players get a chance to cast spells and activate abilities.
2022-06-10 You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copies too. For example, if you sacrifice a 3/3 creature to cast Fling and then copy it with Tomb of Horrors Adventurer, each copy of Fling will also deal 3 damage to its target.
2022-06-10 You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.