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Flaxen Intruder // Welcome HomeHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Throne of Eldraine· October 4, 2019
Carte Magic Flaxen Intruder // Welcome Home

Flaxen Intruder // Welcome Home 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

Whenever this creature deals combat damage to a player, you may sacrifice it. When you do, destroy target artifact or enchantment. Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Flaxen Intruder is a versatile card that offers both early-game disruption and late-game presence through the Adventure mechanic. Whether you are using it as a low-cost creature to pressure opponents or casting Welcome Home to build a board of Bear tokens, this card provides significant utility for green decks.

What It Does

Flaxen Intruder is a Human Berserker creature that can be sacrificed after dealing combat damage to a player to destroy an artifact or enchantment. Alternatively, you can cast it as Welcome Home, a sorcery that creates three 2/2 green Bear tokens. If you cast the Adventure side, the card is exiled as it resolves, allowing you to cast the creature side from exile later.

How It Resolves Step by Step

When Flaxen Intruder deals combat damage to a player, a triggered ability goes on the stack. Upon resolution, you choose whether to sacrifice the creature. If you do, a second 'reflexive' triggered ability occurs; this is when you choose a target artifact or enchantment to destroy. Players can respond to both the initial trigger and the destruction trigger after the sacrifice has happened. For the Welcome Home side, simply pay the mana cost, create three Bear tokens, and place the card in exile.

Common Mistakes

A frequent error is forgetting that the destruction ability is a reflexive trigger. You don't pick the target artifact or enchantment until the moment you actually sacrifice the creature. Additionally, remember that if Welcome Home is countered or fails to resolve for any reason, the card goes to the graveyard instead of exile, meaning you cannot cast the Flaxen Intruder creature later.

When to Play It

Cast Flaxen Intruder on turn one if you need to pressure a player who relies on artifacts or enchantments. If the board is stalled, wait until you have seven mana to cast Welcome Home; this gives you immediate board presence with three Bears and sets up the Flaxen Intruder for a future turn to clean up any problematic non-creature permanents.

Interaction examples

Starting the Game with Acceleration

If you have Llanowar Elves on the battlefield, you can use its mana ability to cast Flaxen Intruder on turn one. This allows you to start attacking early, potentially forcing your opponent to lose a key artifact if they cannot block.

The Adventure Path

You cast Welcome Home for seven mana. As the spell resolves, you create three 2/2 Bear tokens. Instead of going to the graveyard, the card is placed in exile (represented by the On an Adventure helper card). On a later turn, you can cast Flaxen Intruder from that exile zone.

Mana Fixing for the Big Spell

Welcome Home requires two green mana and five generic mana. By using Birds of Paradise to tap for green, you ensure you have the specific colors needed to resolve the Adventure and create your Bear tokens.

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

How it works : Flaxen Intruder // Welcome Home

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Flaxen Intruder's triggered ability goes on the stack without a target. While that ability is resolving, you may sacrifice it. When you do, the reflexive triggered ability triggers and you pick a target artifact or enchantment to be destroyed. This is different from effects that say "If you do . . ." in that players may take actions after you've sacrificed Flaxen Intruder but before the artifact or enchantment is destroyed.

    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.

02

Popular combos

Real combos played by the community, sorted by popularity.

Elite Arcanist
+Release to the Wind
+Flaxen Intruder // Welcome Home
+Intruder Alarm
#1

Elite Arcanist + Release to the Wind + Flaxen Intruder // Welcome Home + Intruder Alarm

Infinite creature tokensInfinite mana creatures you control can produce
  1. 1Activate any number of creatures you control by tapping them, adding at least {1}{G}.
  2. 2Activate Elite Arcanist by paying {3} and tapping it, causing you to cast a copy of Release to the Wind.
  3. 3Resolve Release to the Wind, exiling Flaxen Intruder and allowing you to cast it from exile without paying its mana cost for as long as it remains exiled.
  4. 4Cast Welcome Home from exile by paying {0}, creating three 2/2 Bear creature tokens and exiling Welcome Home.
  5. 5When the Bears enter the battlefield, Intruder Alarm triggers three times.
  6. 6Resolve the first trigger, untapping all creatures.
  7. 7Activate any number of creatures you control by tapping them, adding at least {1}{G}.
  8. 8Repeat steps 6 and 7 two additional times.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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