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Mtg forgotten realms commander decks5/7/2023 Then its card draw ability will really start to shine. You’ll want to play Iymrith in a thing that blue doesn’t often want, namely getting the number of cards in your hand low. We’re going to see someone drop Mordenkainen after they’ve cast Enter the Infinite and it’s going to be hilarious. The emblem will be bonkers if you ever get it, but I’m just focused on making that immense Dog Illusion which doesn’t get scared when people target it. It’s an instant, and unless you’re the unfortunate victim of a Tormod’s Crypt, you’ll be happy. Six-mana card draw spells are something that folks might want to shy away from, but I have a feeling that Sudden Insight is going to draw more cards than you think. Guardian of Faith phases out your creatures in response to a sweeper, keeping them in the state you’d prefer them. While a card like Faith’s Reward will bring back all your creatures along with the other stuff, it doesn’t preserve counters. I’m trying to get my head around something other than working my way up to Duplicant at six, but it’s hard to break out of old habits. Oswald Fiddlebenderīirthing Pod for artifacts has been much-discussed already and I know the brewers are having fun with the idea. Level 3 is where it gets strong, as giving double strike to something large and commander-ish can get pretty deadly in short order. Getting the Anthem effect isn’t all that expensive either. It’s inexpensive to cast and makes it more difficult to counter, especially on early turns. I think I’m keeping the Book around for a while to create all those Angels, but eventually turning one of them into Platinum Angel will be good as well - especially if that Angel is Avacyn, Angel of Hope or anything Aegis Angel is taking care of. I love the kind of politics that Flumph will create - and people won’t be able to resist the urge to say its name. In fact, if someone is killing it, I suspect the card will go elsewhere. There will be simple early chip damage blocks in exchange for cards, but remember that you don’t have to give the card to the player who deals damage to Flumph. The much-beloved D&D creature will turn into a card that makes you plenty of friends. I’m also focusing on what we call the target demographic power level: the mid-tier, longer games on which the format built its popularity. This set looks great to draft and there will be cards that are bombs there, but I’m focusing on the 100-card format. Remember that this is a review for Commander only. The identifying names make all the sense in the world there. Flip that over to the cards that get you into scenarios for your tabletop game, like You Hear Something on Watch or You’re Ambushed on the Road, and we have something special. While I like most of the nostalgic elements of the set, I find this one just makes the cards a little busier than they need to be. The mechanic names that echo D&D spells are fine, but a little distracting. Sadly, unless they end up doing more D&D worlds, this doesn’t seem like mechanic they’ll repeat. They’re a cross between level up cards and Sagas, offering a resonant feel for cashing in on your character’s experience points. ![]() One of the new mechanics that has really piqued my interest is the Class enchantment. ![]() For those of you not familiar with the world, there’s quite a bit to discover about how some of us greybeards got excited about D&D in the first place. For 40-year veterans of TTRPGs and players in the setting like me, there’s nostalgia around every corner. ![]() Note that this review doesn’t include any of the cards from the new Commander decks we’ll get to those soon.įirst Looks: All The Legends In Adventures In The Forgotten Realms For Commanderįorgotten Realms fans are going to find lots to like here just based on card names and themes. I’m simply trying to not get too far down into the weeds, but instead focus on the real highlights. It’s not too jarring a departure from the way I normally do it. Instead of breaking down all the individual cards that might get some play in Commander, I’ll offer a few honorable mentions in each color (including multicolor and artifacts) and then go into detail on my Top 5 for each. I’m going to do this review a little differently from normal. Last time, we talked about the set’s legendary creatures this time, I’ll take a look at the set from an eagle’s-eye view. Is this hook for your next tabletop RPG? No, just the lead in to the highly-anticipated Magic: The Gathering/D&D crossover that’s going to provide your Commander decks with all kinds of new toys (not to mention trips into the dungeon). Welcome to Faerûn everyone, where your Adventures in the Forgotten Realms will lead to deadly foes guarding glittering treasure.
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