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 wont be exiled and the spells controller wont be able to cast it as a permanent later
What I try to do with Steiner is to stick to a mana curve of equipment
It has items, locations, Reckless challengers, Huey-Dewey-Lewey combos, and a couple of Rise of the Floodborn cards that weren't playable back then and still aren't playable now
(d) At the beginning of your end step, if this permanent was cast for its impending cost and there is at least one time counter on it, remove a time counter from it
Now comes the question of figuring out how to fit an entire video games story, characters, and themes into a single deck and the carefully balanced restrictions of Magics five colors
Both in the command zone and in the 99, this is a terrifying new option for Dimir decks to have access to