The upcoming set is packed with references to Dungeons & Dragons locations, monsters and adventures both new and old, including elements that have appeared outside of the RPG in novels, video games and comics. Wizards of the Coast confirmed that Tomb of Annihilation, Dungeon of the Mad Mage and Lost Mine of Phandelver would be the only dungeon cards introduced in Adventures in the Forgotten Realms, with no current plans to add further dungeons based on D&D adventures to the card game.Īdventures in the Forgotten Realms marks the first time that Magic: The Gathering has featured a full set of cards based on Dungeons & Dragons, although MTG planes Theros, Ravnica and Strixhaven have crossed over to the tabletop RPG in the form of sourcebooks. The dungeon cards will be included in the token slot in Magic: The Gathering booster packs.Ĭards that include the Venture keyword will span the spectrum of card rarity in Adventures in the Forgotten Realms, down to common cards such as the new Shortcut Seeker. Instead, they’ll always be available for either player to delve into - both players can explore the same dungeon on separate cards in their own play area, with each player able to venture into multiple different dungeons at the same time. The dungeon cards won’t need to be drafted or included as part of either player’s deck, starting alongside each player's sideboard without taking up a sideboard slot. Completing a dungeon will also allow specific ability text on other cards to be used, with Gloom Stalker and the very meta Dungeon Crawler revealed as two such cards that gain benefits from a completed dungeon - double strike and the option to return to the player's hand from the graveyard respectively. Once the end of a dungeon is reached, the card will offer a reward for completion, including the chance to draw additional cards, create token creatures or cast a card without paying its cost. Each time a player uses the Venture keyword, they can progress further into a dungeon, deciding which path to take, tracking their location on the card with a token and activating any ability text and effects as they reach new rooms. Regardless of where it shows up for play, however, Choose Your Weapon is one of the best examples of the ways in which Dungeons & Dragons naturally meshes well with Magic: The Gathering's presentation - and the way that Adventures in the Forgotten Realms seems to be successfully capitalizing on those combinations when they're available, too.Each dungeon card features a series of branching rooms across multiple levels. Of course, doubling a creature's power and toughness can be an explosive constructed mechanic too, and having any sort of failsafe for the card being poor in a situation - even if it's an equally niche role like dealing with a creature with flying - means it's something to keep an eye on in Standard, too. Choose Your Weapon works from both an offensive and defensive perspective, and while the rate for its cost doesn't necessarily match up perfectly with the effects it offers, that extra cost for more flexibility will often be well worth it. Modal spells grow more powerful the slower or more varied a format is, and Limited produces some truly complex board states. Beyond the effective combination of Dungeons & Dragons keywords with the mechanics of the spell, Choose Your Weapon also seems like a solid addition to any green Limited deck.
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