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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
CardName: Wrenn’s New Adventure Cost: 3rg Type: Enchantment Pow/Tgh: / Rules Text: At the beginning of each upkeep, exile the top card of your library. If it’s a land card, put it onto the battlefield tapped. Otherwise, you may cast that card for as long as it remains exiled. At the beginning of your end step, put each card exiled with Wrenn’s New Adventure on the bottom of your library in a random order. When you do, Wrenn’s New Adventure deals that much damage to any target. Flavour Text: Set/Rarity: Infinite Potential Well Rare At the beginning of each upkeep, exile the top card of your library. If it’s a land card, put it onto the battlefield tapped. Otherwise, you may cast that card for as long as it remains exiled.
At the beginning of your end step, put each card exiled with Wrenn’s New Adventure on the bottom of your library in a random order. When you do, Wrenn’s New Adventure deals that much damage to any target. |
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See Wrenn, Seedling.
I feel the second ability is a bit wordy considering how rarely the scaling effect matters. By itself this will never exile more than one card at a time.
In commander, you're doing up to 4 damage per turn cycle