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Topaz Dragon // Entropic CloudHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Topaz Dragon // Entropic Cloud

Topaz Dragon // Entropic Cloud 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

Flying, deathtouch Creatures you control gain deathtouch until end of turn. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Topaz Dragon is a versatile threat that combines a high-impact aerial finisher with a tactical combat trick called Entropic Cloud. As an adventurer card, it offers the flexibility to bolster your army with deathtouch early on before descending as a lethal flyer later in the game.

Dual Roles: Creature and Adventure

Topaz Dragon is a creature card in every zone—your library, graveyard, and hand. However, you have the choice to cast it as the Adventure spell, Entropic Cloud, for {1}{B}. If you do, it becomes an Instant on the stack. Once Entropic Cloud resolves, the card is exiled instead of going to the graveyard, allowing you to cast Topaz Dragon as a creature from exile at any time you could normally cast a creature.

Lethal Presence

When on the battlefield, Topaz Dragon is a 4/4 flyer with deathtouch. This makes it an exceptional blocker, as it can trade with any creature regardless of its toughness. Its Adventure side, Entropic Cloud, provides all creatures you currently control with deathtouch until end of turn, which can turn a wide board of small tokens into a series of deadly threats during combat.

Resolution and Timing

If you cast Entropic Cloud, it must resolve for the card to be 'on an adventure' in exile. If the spell is countered, the card goes to your graveyard, and you lose the chance to cast the Dragon later. When casting the Dragon from exile, you must still pay its full mana cost of {4}{B}{B} and follow normal timing rules, meaning you can typically only do so during your main phase.

Common Pitfalls

A common mistake is forgetting that Entropic Cloud only affects creatures you control at the moment it resolves; creatures that enter the battlefield later in the turn will not have deathtouch. Additionally, if Topaz Dragon is discarded or milled into the graveyard, you cannot cast the Adventure side from the graveyard unless another effect specifically allows it.

Interaction examples

Advancing the Adventure

You cast Entropic Cloud during your opponent's combat phase. As it resolves, your creatures gain deathtouch, and the card is placed in exile 'On an Adventure.' During your next main phase, you pay {4}{B}{B} to cast Topaz Dragon from exile, putting the creature onto the battlefield.

Devotion and Death

With Topaz Dragon on the battlefield, you cast Gray Merchant of Asphodel. Because Topaz Dragon is a black permanent with {B}{B} in its cost, it contributes 2 toward your devotion to black, increasing the life drain effect of the Merchant's enter-the-battlefield ability.

Graveyard Interactions

If your opponent uses an effect to mill your library and Topaz Dragon is put into the graveyard, Syr Konrad, the Grim triggers. Even though the card has an Adventure, it is considered a creature card in the graveyard, so Syr Konrad deals 1 damage to each opponent.

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

How it works : Topaz Dragon // Entropic Cloud

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, Altar of Bhaal is an artifact card whose mana value is 2.

    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.

    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 relevant timing rules 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 from exile.

    No other card is named in this ruling.

  8. #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. #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.

Related cards and tokens

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Legal formats

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