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Intrepid PaleontologistHow it works & interactions with other cards

By the ManaCount desk· 3 min read· The Lost Caverns of Ixalan· November 17, 2023
Carte Magic Intrepid Paleontologist

Intrepid Paleontologist 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

{T}: Add one mana of any color. {2}: Exile target card from a graveyard. You may cast Dinosaur creature spells from among cards you own exiled with this creature. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

Complete guide

Intrepid Paleontologist is a versatile addition to any Dinosaur-themed deck, serving as both mana acceleration and a recurring threat generator. By exiling creatures from graveyards, this Human Druid allows you to cast your prehistoric giants directly from exile.

Dual Utility on the Battlefield

Intrepid Paleontologist functions as a mana producer while simultaneously acting as a graveyard hate piece. Its first ability allows it to tap for any color of mana, helping you fix your mana base. Its second ability allows you to pay two mana at any time to exile a card from any graveyard, which fuels its final ability to cast Dinosaurs you've personally exiled.

Casting from Exile

You may cast Dinosaur creature spells from among cards you own that were exiled specifically by this instance of Intrepid Paleontologist. You must still pay the spell's mana cost and follow all timing rules (usually your main phase when the stack is empty). If Intrepid Paleontologist leaves the battlefield and returns, it is considered a new object and cannot access cards exiled by its previous existence.

The Finality Counter

When a Dinosaur cast this way enters the battlefield, it receives a finality counter. This is a special counter that exiles the creature if it would be put into a graveyard from the battlefield. Note that finality counters do not prevent the creature from being returned to your hand or being shuffled into your library; they only replace the movement to the graveyard.

Common Misconceptions

A common mistake is thinking the finality counter can be 'turned off' by removing the creature's abilities. Because the replacement effect is tied to the counter itself, and not an ability, the creature will still be exiled even if it loses all abilities. Additionally, having multiple finality counters on a single permanent provides no extra effect.

Interaction examples

Establishing a Mana Base

On turn one, you play Birds of Paradise. On turn two, you play Intrepid Paleontologist. Between these two creatures, you now have access to two extra mana of any color, allowing you to cast expensive Dinosaurs from your hand or from exile much earlier in the game.

Ramping into Early Threats

With Llanowar Elves on the field, you can activate Intrepid Paleontologist's exile ability and still have mana available for other spells. If a Dinosaur card is in your graveyard, you can use the green mana from Llanowar Elves to help pay for the cost of exiling that card, setting up a future cast from exile.

Solo Graveyard Recovery

If your opponent destroys a Dinosaur you control, you can activate Intrepid Paleontologist's second ability to exile that Dinosaur from your graveyard. Later, during your main phase, you can tap the Paleontologist for mana and use it to help pay the costs to cast that same Dinosaur back onto the battlefield from exile.

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

How it works : Intrepid Paleontologist

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You must still pay all costs and follow any timing restrictions and permissions for Dinosaur creature spells you cast from exile this way. Normally, you'll be able to cast them only during your main phase while the stack is empty.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Intrepid Paleontologist must be under your control in order to start casting a Dinosaur creature spell using its last ability, but it doesn't need to stay under your control throughout that process or be under your control as the spell resolves. If, for example, you sacrifice Intrepid Paleontologist to pay an additional cost of the spell or it's destroyed in response, the spell will still resolve normally.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Finality counters work on any permanent, not only creatures. If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Multiple finality counters on a single permanent are redundant.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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