Tomb of Horrors Adventurer

Combos Browse all Suggest

Tokens

Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Tomb of Horrors Adventurer

Creature — Elf Monk

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.)

Phule451 on The Dungeon Initiative

4 days ago

Tortured Existence is a card that was pretty much made for a Sefris deck. Radiant Solar is a great way to race through dungeons. And Tomb of Horrors Adventurer is a spectacular pay off for finishing dungeons. Coveted Prize could be a great pay off for your Party co-theme, and speaking of your party, might I recommend an honorable warrior, Tenacious Underdog.

Stardragon on Looking for a few combos

6 days ago

Np just be aware that cards like your commander can only get into the Dungeon: Undercity, while cards like Displacer Beast can let you enter the original three dungeons. However if you have already entered the undercity any card that ventures can venture through the under city if your already there. Example you play Tomb of Horrors Adventurer gain the The Initiative than you play Bar the Gate you continue onto the the next room of the under city and so on and so forth. However if you play Radiant Solar and enter the Dungeon: Lost Mine of Phandelver and than play Ravenloft Adventurer you than enter the Undercity like normal so now your in the Mine and City so the next you venture you choose which one to advance, I generally feel like the second one is not as good as focusing on a single dungeon but it happens more than like to admit since i've mixed Venture and Initiative into my deck