Home / Magic: The Gathering / Mystery Booster 2 / Starting Town NPC
Starting Town NPC
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Creature — Human Peasant

Starting Town NPC

rare · Creature — Human Peasant · Mystery Booster 2
$0.22
Low
$0.26
Market
$0.33
High

Oracle Text

Each creature card in your hand has a {1}{G} Adventure sorcery named Fetch Herbs with "You gain 2 life." (You may cast it as the Adventure for {1}{G}. Then exile it, and you may cast the creature later from exile.)
Each creature card you cast from exile enters the battlefield with an additional +1/+1 counter on it.

Card Details

3/3Power / Toughness
{2}{G}Mana Cost
1Prints

Character Background

Starting Town NPC plays like the helpful quest-giver of a value-driven midrange deck, turning every creature in your hand into a small two-step story: first “Fetch Herbs” to gain 2 life, then return later as an upgraded threat with an extra +1/+1 counter. That makes it excellent in grindy games, especially for decks that want to slow aggro while building board presence. The best shell is one packed with adventure-style creatures, blink effects, or exile-matters payoffs, because this card rewards repeated casting from exile and turns each delayed creature into a bigger body. Pair it with cards that bounce or recur creatures to reuse the Adventure half, or with counter synergies so the free +1/+1 counter snowballs further. As a 3/3 for three, it can also hold the ground early while smoothing your life total, making it a quietly efficient engine rather than a flashy build-around.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.22 - $0.33
At the current market price of $0.26.
Average Time to Sell
3 days
At the current market price of $0.26.

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Character Background

Starting Town NPC plays like the helpful quest-giver of a value-driven midrange deck, turning every creature in your hand into a small two-step story: first “Fetch Herbs” to gain 2 life, then return later as an upgraded threat with an extra +1/+1 counter. That makes it excellent in grindy games, especially for decks that want to slow aggro while building board presence. The best shell is one packed with adventure-style creatures, blink effects, or exile-matters payoffs, because this card rewards repeated casting from exile and turns each delayed creature into a bigger body. Pair it with cards that bounce or recur creatures to reuse the Adventure half, or with counter synergies so the free +1/+1 counter snowballs further. As a 3/3 for three, it can also hold the ground early while smoothing your life total, making it a quietly efficient engine rather than a flashy build-around.

Generated using gpt-5.4-mini · Updated at 2026-08-11 21:40:42 UTC

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