Brightcap Badger // Fungus Frolic 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.
Official card text
Each Fungus and Saproling you control has ": Add
." At the beginning of your end step, create a 1/1 green Saproling creature token. Create two 1/1 green Saproling creature tokens. (Then exile this card. You may cast the creature later from exile.)
How it works : Brightcap Badger // Fungus Frolic
Original English text — Wizards of the Coast / Scryfall
- #1· 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, Brightcap Badger is a green creature card whose mana value is 4.
No other card is named in this ruling.
- #2· 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.
- #3· 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 you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library") and Brightcap Badger is on top of your library, you can cast Fungus Frolic, but not Brightcap Badger.
No other card is named in this ruling.
- #4· 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.
- #5· 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.
- #6· 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.
- #7· 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.
- #8· 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.
- #9· Wizards of the Coast
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.
No other card is named in this ruling.
- #10· 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.
- #11· 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.
- #12· 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.
Popular combos
Real combos played by the community, sorted by popularity.
Intruder Alarm + Fungal Bloom + Brightcap Badger // Fungus Frolic + Sporoloth Ancient
- 1Activate four Fungi and/or Saprolings by tapping them, adding
.
- 2Activate Fungal Bloom by paying
, putting two spore counters on a Fungus you control.
- 3Activate a Fungus by removing two spore counters from it, creating a 1/1 Saproling creature token.
- 4When the Saproling enters the battlefield, Intruder Alarm triggers, untapping all creatures.
- 5Repeat.
Related cards and tokens
Legal formats
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Meta decks with Brightcap Badger // Fungus Frolic
No archived Top 8 deck with this card yet.







