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Tuinvale Treefolk // Oaken BoonHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Throne of Eldraine· October 4, 2019
Carte Magic Tuinvale Treefolk // Oaken Boon

Tuinvale Treefolk // Oaken Boon 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

Put two +1/+1 counters on target creature. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Tuinvale Treefolk is a versatile green card that offers both a powerful buff and a formidable body. By using its Adventure side, Oaken Boon, you can bolster your forces early and save the creature for a later turn.

The Path of Adventure

When you cast Oaken Boon, it is a Sorcery spell that targets a creature. If the spell resolves, you place two +1/+1 counters on that creature and then exile the card. While in exile, it is 'on an adventure,' allowing you to cast the Tuinvale Treefolk creature side later. If you choose to cast Tuinvale Treefolk directly from your hand, you simply get the 6/5 creature, but you miss out on the counters provided by Oaken Boon.

Resolution and Timing

To successfully go on an adventure, the spell Oaken Boon must resolve. If the target creature becomes illegal (for example, if it leaves the battlefield or gains Hexproof in response), the spell is countered by the rules. In this case, the card goes to the graveyard instead of exile, and you lose the chance to cast the creature later. You must follow normal timing rules to cast the creature from exile, meaning it can only be cast during your main phase when the stack is empty.

Common Mistakes

A common misconception is that the card is always an Adventure. In your graveyard, library, or hand, Tuinvale Treefolk is only a creature card with a mana value of 6. You cannot use effects that search for sorceries to find it. Additionally, if the card is exiled by an opponent's spell or any effect other than its own resolution as Oaken Boon, you cannot cast the creature from exile.

Strategic Play

The best time to play Oaken Boon is when you have a creature that benefits from permanent growth, such as one with Trample or Lifelink. Since Tuinvale Treefolk costs six mana, using the Adventure side early allows you to use your mana efficiently while ensuring you have a high-power creature to deploy once you reach the late game.

Interaction examples

Growing the Garden

You have an Avenger of Zendikar and several Plant tokens on the battlefield. You cast Oaken Boon targeting the Avenger of Zendikar. Upon resolution, Avenger of Zendikar gets two +1/+1 counters, becoming a 7/7. The card is then exiled. On your next turn, you pay {5}{G} to cast Tuinvale Treefolk from exile, adding a 6/5 creature to your board alongside your massive Elemental.

Untapping the Potential

With Seedborn Muse on the battlefield, your lands untap on every player's turn. During your own turn, you cast Oaken Boon to put two counters on Seedborn Muse, exiling the Treefolk. Because Seedborn Muse untaps your lands on your opponent's turn, you will easily have the six mana available to cast the Tuinvale Treefolk creature side as soon as it is your turn again.

The Failed Adventure

You cast Oaken Boon targeting a 2/2 creature you control. In response, your opponent destroys that creature. Because Oaken Boon no longer has a legal target, the spell fails to resolve and is put into your graveyard. You cannot cast Tuinvale Treefolk from your graveyard; you would need a separate effect to return the card to your hand first.

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

How it works : Tuinvale Treefolk // Oaken Boon

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.

02

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderduel
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