
Gollum, Silent Slinker
Legendary Creature — Halfling Horror
Menace (This creature can't be blocked except by two or more creatures.)
He rowed about quietly on the lake. Never a ripple did he make, not he.
4 / 3
Meager Meal
Sorcery — Adventure
Put a +1/+1 counter on up to one target creature. Target player gains 2 life. (Then exile this card. You may cast the creature later from exile.)
Commander bracket
Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules
EDHREC
Combos
Not part of any combo on Commander Spellbook.
Commander recommendations
Top synergy 50
Played far more in this commander's decks than elsewhere.
- Quagmire Lamprey
- Death Charmer
- Noggin Whack
- Bog Imp
- Gurmag Angler
- Dry Spell
- Sinister Starfish
- Cat-Gator
- Fear of Lost Teeth
- Gollum, Obsessed Stalker
- Bilbo's Deadly Slice
- Gollum, Riddle Master
- Haunt of the Dead Marshes
- Well of Lost Dreams
- Mire Triton
- Springleaf Drum
- Crypt Incursion
- Night's Whisper
- Path of Ancestry
- Marauding Blight-Priest
- Undying Malice
- Vicious Hunger
- Fishing Pole
- Bumbleflower's Sharepot
- Feed the Cauldron
- Giant's Skewer
- Chrome Companion
- Fishing Gear
- Taste of Death
- Devour Flesh
- Dubious Delicacy
- Namazu Trader
- Sickening Shoal
- Nocturnal Hunger
- Ravening Warg
- Moment of Craving
- Gollum's Bite
- Savor
- Feast of Succession
- Anchovy & Banana Pizza
- Gollum, Scheming Guide
- Agate-Blade Assassin
- Discerning Taste
- Nightblade Brigade
- Gnashing of Teeth
- Dreaded Bat-Cloud
- Piranha Marsh
- Feed the Cycle
- Gollum the Abandoned
- Tribute to Hunger
Most included 50
Highest share of decks running them, distinctive or not.
- Swamp
- Sol Ring
- Night's Whisper
- Sign in Blood
- Feed the Swarm
- Dark Ritual
- Arcane Signet
- Dry Spell
- Bojuka Bog
- Marauding Blight-Priest
- Bog Imp
- Death Charmer
- Cat-Gator
- Quagmire Lamprey
- Gollum, Obsessed Stalker
- Springleaf Drum
- Path of Ancestry
- Rogue's Passage
- Crypt Incursion
- Fear of Lost Teeth
- Haunt of the Dead Marshes
- Imp's Mischief
- Mire Triton
- Mind Stone
- Exquisite Blood
- Noggin Whack
- Gollum, Riddle Master
- Sinister Starfish
- Gurmag Angler
- Bilbo's Deadly Slice
- Well of Lost Dreams
- Undying Malice
- Gollum the Abandoned
- Gollum, Patient Plotter
- Nightblade Brigade
- Sanguine Syphoner
- Agate-Blade Assassin
- Voracious Vermin
- Creeping Bloodsucker
- Gollum, Scheming Guide
- Deadly Rollick
- Moment of Craving
- Feed the Cauldron
- Braids, Arisen Nightmare
- Fleshbag Marauder
- Carrion Feeder
- Emperor of Bones
- Falkenrath Noble
- Dread Presence
- Ravening Warg
Format legality
Rulings
- 2026-06-29
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, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").
- 2026-06-29
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.
- 2026-06-29
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.
- 2026-06-29
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 play it using its primary characteristics. 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.
- 2026-06-29
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.
- 2026-06-29
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.
- 2026-06-29
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.
- 2026-06-29
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.
- 2026-06-29
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.
- 2026-06-29
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 Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.
- 2026-06-29
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.
- 2026-06-29
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.