← MTG Rules

Rules guide · Creature

Silverflame Squire // On AlertHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Throne of Eldraine· October 4, 2019
Carte Magic Silverflame Squire // On Alert

Silverflame Squire // On Alert 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

Target creature gets +2/+2 until end of turn. Untap it. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Silverflame Squire // On Alert is a versatile utility card from the Throne of Eldraine set that highlights the Adventure mechanic. This card offers both a tactical combat trick and a solid body for your board, ensuring you get maximum value out of a single card slot. By mastering the timing of its Adventure spell, you can surprise your opponents and maintain pressure throughout the game.

What It Does

Silverflame Squire is a dual-natured card. You can cast it normally as a 2/1 Human Soldier for {1}{W}, or you can send it 'On an Adventure' by casting the instant side, On Alert, for {2}{W}. On Alert targets a creature to give it +2/+2 and untap it. If the Adventure resolves, the card is exiled, allowing you to cast the Silverflame Squire creature later from exile. Note that in any zone other than the stack, this card is considered only a creature card.

Resolving On Alert Step by Step

First, you cast On Alert by paying {2}{W} and choosing a legal target creature. As the spell resolves, the target creature gains +2/+2 until the end of the turn and becomes untapped. Crucially, as the final step of resolution, the card is placed into exile instead of the graveyard. Once in exile, you may cast Silverflame Squire as a creature during your main phase by paying its cost of {1}{W}. If On Alert is countered or its target becomes illegal, it goes to the graveyard and you lose the chance to cast the creature side.

Common Mistakes

One common mistake is trying to cast the Adventure side from exile; you can only cast the creature side once the card has been exiled by a resolving Adventure. Another error involves zone changes: if Silverflame Squire is exiled by an opponent's spell (like a removal effect) rather than its own On Alert resolution, you cannot cast the creature from exile. Additionally, remember that while On Alert is a noncreature spell on the stack, the card is a creature spell if cast normally.

When to Play It

On Alert is best used as a combat trick to save a creature or to surprise an attacker by untapping a blocker. Because it provides a power boost and untaps the target, it is excellent for maximizing creatures with activated abilities. You should aim to cast On Alert first to gain the 'free' card advantage of the creature later, but don't hesitate to cast the Squire directly if you need early board presence against aggressive decks.

Interaction examples

Mana Acceleration and Defense

You tap Ornithopter of Paradise to add one mana to your pool. Then, you use that mana and two other lands to cast On Alert targeting the Ornithopter of Paradise. The Thopter gets +2/+2 and untaps, allowing you to immediately tap it again for another mana or use it as a 2/4 flying blocker.

Taxing the Opponent

With Esper Sentinel on the battlefield, you cast On Alert targeting it. The Sentinel becomes a 3/3 until end of turn. If your opponent then casts their first noncreature spell of the turn, they must pay {3} instead of {1} to prevent you from drawing a card, thanks to the power boost provided by the Adventure.

The Adventure Path

You cast On Alert. Upon resolution, you place the card in the exile zone (represented by the On an Adventure helper card). During your next main phase, you pay {1}{W} to cast Silverflame Squire from exile. The card moves from exile to the stack and finally to the battlefield as a creature.

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

How it works : Silverflame Squire // On Alert

Original English text — Wizards of the Coast / Scryfall

  1. #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, 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.

  2. #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. #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 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.

  4. #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. #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. #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. #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. #8· 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.

  9. #9· 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.

  10. #10· 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.

  11. #11· Wizards of the Coast

    On Alert can target a creature that's already untapped. It will still get +2/+2.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Silverflame Squire // On Alert

No archived Top 8 deck with this card yet.

Explore the meta
Official source