It enters play with four strength and five willpower, can quest for three lore, and has a Temporary Shift cost of three ink
They are all very good at discarding, but usually theyre bad at making you discard
The five decks included Izzet spells matters, Simic +1/+1 counters, Golgari reanimation, an off-putting Boros aggro-midrange deck that was wildly inconsistent, and Orzhov enchantments
And while we only got one preview card with the mechanic itself, you'll notice the two other cards I grouped with it, which care about cards leaving your graveyard
A common thread was that the best Adventure cards were those which have a good base mode that fill a role that a cube deck wantsat a rate thats acceptable for cube decks
Note how two of these are yet again in green