Brightcap Badger // Fungus Frolic 



Creature — Badger Druid // Instant — Adventure3/4
Oracle text (EN)
Brightcap Badger
Creature — Badger Druid
Each Fungus and Saproling you control has ": Add
."
At the beginning of your end step, create a 1/1 green Saproling creature token.
Oracle text (EN)
Fungus Frolic
Instant — Adventure
Create two 1/1 green Saproling creature tokens. (Then exile this card. You may cast the creature later from exile.)
Printing details
- Set
- BLC · 62
- Rarity
- Rare
- Language
- EN
- Artist
- Izzy
- Released
- 2024-08-02
- Prices
- €2.95 · $2.41
Price history
The trend shows with at least 7 days of history.
- Cardmarket, trend
- CardTrader, Near Mint minimum (EN)
The history starts on October 28, 2026 and grows every day.
Show the data
| Date | Cardmarket, trend | CardTrader, Near Mint minimum (EN) |
|---|---|---|
| October 30, 2026 | €2.67 | €2.70 |
| October 29, 2026 | €2.95 | €2.70 |
| October 28, 2026 | €2.96 | €2.70 |
Prices
| Source | Non-foil | Foil |
|---|---|---|
| Cardmarket | low €1.24 trend €2.67 30-day avg €2.84 | low – trend €0.80 30-day avg €0.80 |
| CardTrader (EN) | NM from €2.70 with Zero from €3.19 | NM from – |
| CardTrader (any language) | NM from €1.34 | NM from – |
Cardmarket updated Oct 30, 2026 · CardTrader updated Oct 30, 2026
Buy and look up
Legality
- standard Not legal
- pioneer Not legal
- modern Not legal
- legacy Legal
- vintage Legal
- commander Legal
- pauper Not legal
- alchemy Not legal
- brawl Not legal
- competitivebrawl Not legal
- duel Legal
- future Not legal
- gladiator Not legal
- historic Not legal
- oathbreaker Legal
- oldschool Not legal
- paupercommander Not legal
- penny Not legal
- predh Not legal
- premodern Not legal
- standardbrawl Not legal
- timeless Not legal
- tlr Not legal
Rulings
-
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.
-
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.
-
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, Brightcap Badger is a green creature card whose mana value is 4.
-
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.
-
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.
-
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 Brightcap Badger is on top of your library, you can cast Fungus Frolic, but not Brightcap Badger.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.