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Beanstalk Giant // Fertile FootstepsHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Beanstalk Giant // Fertile Footsteps

Beanstalk Giant // Fertile Footsteps 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

Beanstalk Giant's power and toughness are each equal to the number of lands you control. Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Beanstalk Giant is a versatile powerhouse that combines early-game ramp with a late-game threat that scales with your resources. Whether you are searching for basic lands to fix your mana or deploying a massive creature to end the game, this card is a staple for green decks. Understanding the interaction between its Adventure sorcery, Fertile Footsteps, and its scaling stats is key to mastering its potential.

Dual Nature of Adventures

Beanstalk Giant exists as two distinct spells on one card. In your hand, graveyard, or library, it is considered a creature card with a mana value of 7. However, you have the option to cast the Adventure portion, Fertile Footsteps, for 2G. If you do, it becomes a sorcery spell on the stack. Once Fertile Footsteps resolves, the card is exiled, allowing you to cast the Giant later from the exile zone.

Scaling Power and Toughness

The Giant's power and toughness are defined by a characteristic-defining ability: 'Beanstalk Giant's power and toughness are each equal to the number of lands you control.' This ability functions in all zones. If you have five lands, it is a 5/5 in your library, your hand, and on the battlefield. This makes it a searchable threat for effects that look for creatures with specific power or high mana values.

Step-by-Step Resolution

First, you cast Fertile Footsteps by paying 2G. As the spell resolves, you search your library for a basic land and put it onto the battlefield. Crucially, the land enters untapped unless specified otherwise. After the effect completes, you shuffle your library. Instead of going to the graveyard, the card is exiled as part of the Adventure rules. You may then cast Beanstalk Giant from exile as a creature during any of your main phases when the stack is empty.

Strategic Timing

Ideally, you want to cast Fertile Footsteps on turn three to accelerate your mana production. This not only puts you ahead of your opponent but also directly increases the future power of the Beanstalk Giant. Avoid casting the creature side too early if your land count is low, as its impact scales strictly with your board state. If the Adventure spell is countered, the card goes to the graveyard, and you lose the ability to cast the creature from exile.

Interaction examples

Scaling with Avenger of Zendikar

If you have seven lands and cast Avenger of Zendikar, you create seven Plant tokens. If you then cast Fertile Footsteps, you search for an eighth land. This triggers the Landfall ability of the Avenger, giving all your Plants a +1/+1 counter, while simultaneously increasing Beanstalk Giant's power to 8/8.

The Lethal Push

With ten lands in play, your Beanstalk Giant is a 10/10. When you cast Craterhoof Behemoth, its triggered ability gives all your creatures trample and +X/+X based on your creature count. If you control five creatures, the Giant becomes a 15/15 with trample, representing a massive amount of damage that scales both from the land count and the Behemoth's buff.

Tracking the Journey

When Fertile Footsteps resolves, you place the card on the 'On an Adventure' helper card in the exile zone. This serves as a reminder that the Giant is available to be cast. If an opponent uses an effect to exile Beanstalk Giant directly from your hand or library, it does not count as being 'on an adventure,' and you cannot cast it from exile.

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

How it works : Beanstalk Giant // Fertile Footsteps

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The ability that defines Beanstalk Giant's power and toughness works in all zones, not just the battlefield.

    No other card is named in this ruling.

  2. #2· 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, 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.

    No other card is named in this ruling.

  3. #3· 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.

  4. #4· 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. For example, if Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.

    No other card is named in this ruling.

  5. #5· 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.

  6. #6· 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.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

  8. #8· 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 as a permanent.

    No other card is named in this ruling.

  9. #9· 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.

  10. #10· 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.

  11. #11· 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

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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