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Woodland Acolyte // Mend the WildsHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Wilds of Eldraine· September 8, 2023
Carte Magic Woodland Acolyte // Mend the Wilds

Woodland Acolyte // Mend the Wilds 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

When this creature enters, draw a card. Put target permanent card from your graveyard on top of your library. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Woodland Acolyte is a versatile Human Cleric from Wilds of Eldraine that offers both card advantage and graveyard recursion. By utilizing its Adventure side, Mend the Wilds, you can ensure your most valuable permanents return to your hand indirectly through your library.

Dual Nature: The Adventure System

Woodland Acolyte is an adventurer card. In your hand or graveyard, it is considered a creature card. You have two choices: cast it normally as a creature for {2}{W}, or cast the Adventure spell, Mend the Wilds, for {G}. If you cast the Adventure, it goes to exile upon resolution, allowing you to cast the creature later. If the Adventure is countered or its target becomes illegal, it goes to the graveyard instead and you lose the chance to cast the creature from exile.

Recursive Planning

Mend the Wilds targets a permanent card in your graveyard and places it on top of your library. This includes artifacts, creatures, enchantments, lands, or planeswalkers. Because Woodland Acolyte draws a card when it enters the battlefield, you can effectively 'tutor' that permanent back to your hand by casting the creature immediately after the Adventure resolves, provided you have the mana.

Timing and Zones

While Mend the Wilds is an Instant, Woodland Acolyte is a creature. You can cast the Adventure on an opponent's turn, but you must follow normal timing rules to cast the creature from exile (usually your main phase when the stack is empty). If Woodland Acolyte is discarded or put into the graveyard from your library, you cannot cast the creature side until you find a way to return it to your hand or cast it from the graveyard.

Interaction examples

The Perfect Loop

Step 1: Sacrifice Sakura-Tribe Elder to search for a land. Step 2: Cast Mend the Wilds for {G}, targeting the Elder in your graveyard. The Elder is moved to the top of your library and Woodland Acolyte is exiled 'On an Adventure'. Step 3: On your turn, cast Woodland Acolyte from exile for {2}{W}. When it enters, its triggered ability lets you draw the card you just put on top, returning Sakura-Tribe Elder to your hand.

Ensuring Land Drops

After Solemn Simulacrum dies and you draw a card, you might need its land-searching ability again. By casting Mend the Wilds targeting the Simulacrum, you set up your next draw. If you then play Woodland Acolyte, you draw the Simulacrum immediately, allowing you to recast the Golem and ramp even further.

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

How it works : Woodland Acolyte // Mend the Wilds

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, Questing Druid is a green creature card whose mana value is 2. It can’t be the target of Tenacious Tomeseeker’s triggered ability (“return target instant or sorcery card from your graveyard to your hand”).

    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 you control Johann, Apprentice Sorcerer (“Once each turn, you may cast an instant or sorcery spell from the top of your library.”) and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

    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

    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 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.

  10. #10· 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.

  11. #11· 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.

  12. #12· 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

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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