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Reaper of Night // Harvest Fear
CommonColour IDMV 7
Adventure — cast the adventure, then the creature
Reaper of Night
Creature — Specter
Whenever this creature attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.
4 / 5
Harvest Fear
Sorcery — Adventure
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
Card capabilities
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Other printings
3 other English printingsEarliest 2019-10-04Newest 2019-10-06Cheapest priced $0.14 in ELD
Rulings (13)
wotc4 Oct 2019
Once Reaper of Night's ability has resolved, the number of cards in defending player's hand no longer matters. Reaper of Night won't gain or lose flying if that number changes later in the turn.
wotc4 Oct 2019
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.
wotc4 Oct 2019
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, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
wotc4 Oct 2019
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.
wotc4 Oct 2019
If the defending player has three or more cards in hand as Reaper of Night attacks, its ability won't trigger at all. If that player has three or more cards in hand as the ability resolves, it doesn't gain flying.
wotc4 Oct 2019
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.
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