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Amethyst Dragon // Explosive CrystalHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Amethyst Dragon // Explosive Crystal

Amethyst Dragon // Explosive Crystal is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying, haste Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Amethyst Dragon is a versatile threat that offers both immediate board impact through its sorcery Adventure and a powerful airborne finisher. Whether you are clearing small blockers or delivering a final blow, this card provides the flexibility every red player desires. Understanding how the Adventure mechanic works is key to maximizing its potential in your next game.

Dual Utility: Creature and Sorcery

Amethyst Dragon is an adventurer card, meaning it has two distinct sets of characteristics. In your hand, library, or graveyard, it is a creature card named Amethyst Dragon with a mana value of 6. However, you can choose to cast it as the Adventure spell, Explosive Crystal, for five mana. If you do, it becomes a sorcery on the stack, ignoring its creature attributes until it finishes resolving.

Dividing the Damage

When you cast Explosive Crystal, you must choose how many targets it has and how the 4 damage is divided among them. Each target must be assigned at least 1 damage. If a target becomes illegal before the spell resolves (such as gaining Hexproof), the damage originally assigned to it is simply lost; you cannot re-distribute that damage to the remaining legal targets.

The Road to Exile

If Explosive Crystal resolves successfully, it doesn't go to the graveyard. Instead, it is exiled as part of its resolution. From this special exiled state, you are permitted to cast Amethyst Dragon later as a creature. Note that if the spell is countered or fails to resolve because all targets become illegal, the card goes to the graveyard instead, and you lose the chance to cast the Dragon later.

Strategic Timing

Explosive Crystal is best used to clear multiple low-toughness creatures or to finish off a weakened planeswalker and a player simultaneously. Once it is in exile, you must still follow normal timing rules to cast the Amethyst Dragon. Since it has haste, casting it during your main phase allows you to attack immediately, making it a great follow-up to the disruption caused by the Adventure.

Interaction examples

Casting from the Library

When Etali, Primal Storm attacks and exiles Amethyst Dragon, you may cast either the creature or the Adventure. If you cast Explosive Crystal, it will resolve and go into exile, allowing you to cast the Amethyst Dragon creature from exile later.

Targeting Interactions

If you cast Explosive Crystal and choose your own Goldspan Dragon as one of the targets, Goldspan Dragon's ability triggers, creating a Treasure token. Even if Goldspan Dragon is destroyed by the damage, the Treasure remains. However, you must assign at least 1 damage to Goldspan Dragon for this to be a legal target.

Navigating the Adventure Zone

After you cast Explosive Crystal and it resolves, place it on the 'On an Adventure' tracker. This reminds you that the card is in exile and available to be cast as a 4/4 flying, haste creature during any of your subsequent main phases.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Amethyst Dragon // Explosive Crystal

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You choose how many targets Explosive Crystal has and how the damage is divided as you put the spell on the stack. Each target must receive at least 1 damage.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If some of the targets are illegal as Explosive Crystal tries to resolve, the original division of damage still applies and the damage that would have been dealt to the illegal targets is lost. It won't be dealt instead to a legal target.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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, Altar of Bhaal is an artifact card whose mana value is 2.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    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.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    You must still follow any relevant timing rules 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.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    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 from exile.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    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.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    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.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    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.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    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.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

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