Gandalf, Goblins' Bane // Flameshape 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
Whenever you cast a noncreature spell, Gandalf gets +1/+1 until end of turn and deals 1 damage to each opponent. Look at the top two cards of your library and exile them face down. For as long as they remain exiled, you may play them if you control a Wizard.
Complete guide
Gandalf, Goblins' Bane is a versatile legendary Wizard that rewards you for casting spells while offering card advantage through his Adventure side, Flameshape. Whether you are pinging opponents to death or digging for resources, this card provides incredible utility for spell-slinging decks. Understanding the timing of Adventures and the requirement of controlling a Wizard is key to mastering this card.
Dual Nature: The Creature and the Sorcery
Gandalf, Goblins' Bane is an adventurer card. In your hand, library, or graveyard, it is a creature card. However, you can cast it as 'Flameshape,' a sorcery that exiles the top two cards of your library face down. If you cast it this way, the card goes to the exile zone upon resolution. From there, you can later cast the creature side. While on the battlefield, Gandalf's triggered ability rewards you for every noncreature spell you cast, boosting his stats and chipping away at your opponents' life totals.
Casting from Flameshape
The cards exiled with Flameshape are available to be played (meaning you can cast them as spells or play them as lands) for as long as they remain in exile, provided you control a Wizard. If you lose control of all Wizards, you cannot play those cards until you control a Wizard again. Note that you must still follow all normal timing rules and pay the mana costs for the exiled cards. If you cast a spell from exile this way and it resolves, it goes to the graveyard as normal, not back to exile.
Common Pitfalls
A common mistake involves the 'Wizard' requirement. You only need a Wizard to *begin* casting a spell from exile. If your opponent removes your last Wizard in response to that spell, the spell will still resolve. Additionally, remember that if Flameshape is countered or fails to resolve, the card goes to the graveyard instead of the 'on an adventure' exile state, meaning you won't be able to cast the Gandalf creature side later.
Strategy: When to Play
Early in the game, Flameshape acts as a bridge to find land drops or essential combo pieces. In the mid-to-late game, the creature side becomes a win condition. Since Gandalf triggers off noncreature spells, he pairs perfectly with cheap instants and sorceries that protect him while simultaneously burning your opponents. Always ensure you have a cheap Wizard on board or Gandalf himself to maintain access to your exiled card pool.
Interaction examples
With Gandalf on the battlefield, you cast Solemn Simulacrum. Because the Simulacrum is a creature spell, Gandalf's ability does not trigger. However, if you later cast a noncreature spell like a Sorcery or Instant, Gandalf will get +1/+1 and deal 1 damage to each opponent.
If you control Roaming Throne with 'Wizard' chosen as the creature type, Gandalf's triggered ability will trigger an additional time. Every time you cast a noncreature spell, Gandalf will receive +2/+2 total and deal 2 damage to each opponent.
You cast Flameshape for {1}{R}. It resolves, exiling two cards face down and placing Gandalf into the exile zone. Because Gandalf is a Wizard, his presence on the battlefield later will satisfy the requirement to play those two exiled cards. Once you cast Gandalf from exile for {2}{R}, he enters the battlefield and begins triggering his +1/+1 and burn ability.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Gandalf, Goblins' Bane // Flameshape
Original English text — Wizards of the Coast / Scryfall
- #1· 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.
- #2· 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.
- #3· 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.
- #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 play it using its primary characteristics. 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
You pay all costs and follow all timing rules for cards exiled with Flameshape. For example, if an exiled card is a land card, you may play it only during your main phase while the stack is empty and only if you have an available land play remaining.
No other card is named in this ruling.
- #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· Wizards of the Coast
You must control a Wizard to cast spells exiled by Flameshape, but losing control of your last Wizard while a spell is on the stack will not prevent the spells from resolving.
No other card is named in this ruling.
- #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· 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.
- #10· 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, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").
No other card is named in this ruling.
- #11· 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.
- #12· 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 Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.
No other card is named in this ruling.
- #13· 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.
- #14· 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.
Related cards and tokens
Legal formats
Commentaires
- Sois le premier à commenter cette carte.



Gandalf, Goblins' Bane // Flameshape
Solemn Simulacrum
Roaming Throne