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
They only get the promised gift if the card enters the battlefield successfully, and cards with Gift will have follow-up conditions depending on whether or not the promise was successfully delivered
The Wind CrystalThe Wind Crystal The Wind CrystalThe Wind Crystal is probably my favorite of the bunch
Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered
I looked towards Sparksmith as its a very powerful card, however the creature-light meta didnt favor it, so instead I had to surrender to more copies of Goblin Sledder and Mogg Fanatic
For the classic mono-black swarm, Marrow-Gnawer (the iconic token doubler) or Karumonix (the budget pick)