If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn’t use them.
April 14, 2023 · March of the Machine
If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object for which these alternative characteristics exist, even if the object currently doesn’t use them.
July 23, 2021 · Adventures in the Forgotten Realms
A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on.
October 4, 2019 · Throne of Eldraine
If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object for which these alternative characteristics exist, even if the object currently doesn’t use them.
July 22, 2016 · Eldritch Moon
rule 715.2a not present in this release
July 1, 2012 · Magic 2013
As a subgame of a Planechase game starts, each player moves his or her planar deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up plane and phenomenon cards remain in the main-game command zone.)
September 30, 2011 · Innistrad
As a subgame of a Planechase game starts, each player moves his or her planar deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up plane cards remain in the main-game command zone.)
June 17, 2011 · Commander 2011
At any point in the game, the player with priority may suggest a shortcut by describing a
May 1, 2011 · New Phyrexia
At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can't include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.