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Starting Town NPC MB2

Card

id51714
artistPedro Maia
artistIdsc7fbed5a-c622-4a04-bc69-d5ceed3d559c
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityG
colorIndicator
colorsG
defense
duelDeck
edhrecRank
edhrecSaltiness
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{2}{G}
manaValue3
nameStarting Town NPC
number585
originalPrintings
originalReleaseDate
originalTextEach creature card in your hand has a {1}{G} Adventure sorcery named Fetch Herbs with "You gain 2 life." (You may cast it as the Adventure for {1}{G}. 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.
otherFaceIds
power3
printingsMB2
promoTypesplaytest
rarityrare
rebalancedPrintings
relatedCards
securityStamp
setCodeMB2
side
signature
sourceProducts{'nonfoil': ['1db93605-0a4e-5e5b-80a2-18a6e177f51d']}
subsets
subtypesHuman, Peasant
supertypes
textEach creature card in your hand has a {1}{G} Adventure sorcery named Fetch Herbs with "You gain 2 life." (You may cast it as the Adventure for {1}{G}. 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.
toughness3
typeCreature — Human Peasant
typesCreature
uuid2f14737d-1984-569a-9f8c-e6da6f5b927d
variations
watermark
setNameMystery Booster 2

Identifiers

id51714
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId301257
cardsphereFoilId
cardsphereId129183
deckboxId95401
mcmId
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Idd38f0ce1-8d7f-5d7c-a61b-7bd5762be313
mtgoFoilId
mtgoId
multiverseId677641
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId710ac5cd-04bf-44d7-985c-5a4bc35e1957
scryfallIllustrationIdb27463ab-ec41-4c27-9939-c7146589b6f9
scryfallOracleId88309ff4-a49f-4a16-b3ac-4fc1710e5223
tcgplayerEtchedProductId
tcgplayerProductId564037
uuid2f14737d-1984-569a-9f8c-e6da6f5b927d

Legalities

id51714
alchemy
brawl
commander
duel
future
gladiator
historic
legacy
modern
oathbreaker
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuid2f14737d-1984-569a-9f8c-e6da6f5b927d
vintage

Purchase URLs

id51714
cardKingdomhttps://mtgjson.com/links/bb488d8688d8a0bb
cardKingdomEtched
cardKingdomFoil
cardmarket
tcgplayerhttps://mtgjson.com/links/f7e19499692a2fbc
tcgplayerEtched
uuid2f14737d-1984-569a-9f8c-e6da6f5b927d

Foreign Data (per language)

No foreign data.

Rulings

datetext
2024-11-08Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
2024-11-08For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
2024-11-08If Starting Town NPC leaves the battlefield while one or more creature cards you own are exiled after they’re sent to Fetch Herbs, those creature cards can still be cast from exile. Similarly, if Starting Town NPC leaves the battlefield while Fetch Herbs is on the stack, that card will still be exiled after the spell resolves, and you’ll still be able to cast it later from exile.
2024-11-08If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.
2024-11-08If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
2024-11-08Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
2024-11-08Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.
2024-11-08When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
2024-11-08You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.

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