Mosswood Dreadknight // Dread Whispers
Mosswood Dreadknight
Creature — Human KnightPower and toughness3/2
Card text
Trample
When this creature dies, you may cast it from your graveyard as an Adventure until the end of your next turn.
Dread Whispers
Sorcery — Adventure
Card text
You draw a card and you lose 1 life. (Then exile this card. You may cast the creature later from exile.)
Showing Wilds of Eldraine#231
Price
0.45 $
Foil 0.54 $
11 printings
Daily estimate from Scryfall, not a shop quote.
Mosswood Dreadknight // Dread Whispers rulings
You must follow the normal timing permissions and restrictions for Dread Whispers when casting it with the permission of Mosswood Dreadknight's triggered ability. You must pay its mana cost (or, if another effect allows, an alternative cost).
An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can't be the target of Tenacious Tomeseeker's triggered ability ("return target instant or sorcery card from your graveyard to your hand").
When 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.
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library.") and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.
If 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 or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.
You 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.
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.
An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
Casting 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.
Mosswood Dreadknight // Dread Whispers keyword rules
Trample Rule 702.19
Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule , “Combat Damage Step.”)
The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.
Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature’s combat damage as described in rule , with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature’s controller chooses among those blocking creatures, that planeswalker, and that planeswalker’s controller. When checking for assigned damage equal to a planeswalker’s loyalty, take into account damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt.
If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and/or planeswalker as though all blocking creatures have been assigned lethal damage.
If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature’s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule , and it does not cause the creature to be attacking that player.
If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.
Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.
Mosswood Dreadknight // Dread Whispers format legality
Constructed
- StandardLegal
- PioneerLegal
- ModernLegal
- Future StandardLegal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlLegal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Mosswood Dreadknight // Dread Whispers 11
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