At least Call the Spirits tries to be new-ish with its theme, but the theme isn't particularly well done, with tons of cards that are neither enchantments, nor play well with them
Its not hard to have enough targets for Sacred Excavation, but so many of the cyclers are low-impact that, even when you build around it, the card just isnt good enough
Two blue
After an Adventure resolves and the card is exiled, you may play the card from exile but not the Adventure
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The first roll each turn is free, but if the player wants to roll the planar die more than once, they must pay (1) additional for each dice roll - the second roll each turn costs (1), the third roll costs (2), and so on