Outside of the overtly obnoxious, there’s Demilich, which is a four-mana 4/3 that costs one less to cast for each instant and sorcery you’ve cast that turn. It’s amusing, and probably a little too easy to interrupt to be bannable out the gates, but we’ll have to see.Īcererak the Archlich is one of the more powerful cards in Adventures in the Forgotten Realms, meaning we might see a ban soon. ![]() If you can just keep casting Acererak for free, you can go through this dungeon as many times as you need to kill off your opponents. If it becomes free to play, you can just journey through the Lost Mine of Phandelver dungeon, where there’s a room that has each opponent lose one life before restoring one life to you. The reason it’s a little busted is that you can actually make it free to cast in a few different ways - for example, by using Rooftop Storm, an enchantment that allows you to cast all zombie cards for free, in Commander. Acererak is a three-mana 5/5 that reads: “When Acererak the Archlich enters the battlefield, if you have not completed Tomb of Annihilation, return Acererak the Archlich to its owner’s hand and venture into the dungeon.” It also creates a 2/2 Black Zombie creature when it attacks unless your opponent sacrifices a creature, and it does this for each opponent too. The only card in the set that could need some kind of reaction is Acererak the Archlich, who takes advantage of the new Venture mechanic that has you journeying through dungeons to gain powerful bonuses. It’s nice to see a set that feels fun and powerful, but also one that doesn’t feel egregious or pushed. Perhaps the most impressive thing is that there’s hardly anything in the set that looks like it’s going to need a banning. Adventures in the Forgotten Realms' land cards feature flavour text for the first time, allowing them to be used as adventure hooks in the RPG. There are even special enchantments called classes, which you can invest mana in to level them up and gain even better effects. There are cards with names like You’re Ambushed on the Road, which give you two different effects based on your decision. The basic land cards all have flavour text on them to make you feel like you’re on an adventure. It means you’ve got spells such as Tasha’s Hideous Laughter making their way into MTG as a mill card, or famous D&D heroes making an appearance in ways that fit both their existing mythos in the tabletop RPG and their cameo in the card game. The set is filled with clever designs that bring over well-known D&D components.Īlong with enough flavour to keep you satiated for years, the set is filled with clever designs that bring over well-known D&D components and turn them into skills or powerful and interesting cards, along with a whole host of new characters to meet for long-time Magic players. The way that dungeons, dragons, skills and the general flavour of D&D have been incorporated in cardboard form is probably the best thing about the whole set. Adventures in the Forgotten Realms is an absolute triumph when it comes to mashing up the worlds of Magic: The Gathering and Dungeons & Dragons. The Walking Dead stumbled (hur hur) where D&D gets to fly, because this is how you do it. That drop was widely - and rightly - criticised for locking new cards behind a limited, and rather expensive, run of cards. I say full, because the first actual crossover was the rather cataclysmically bad The Walking Dead Secret Lair. ![]() Because of that, it means the set is replete with more mechanics than I’m willing to count, in much the same way a normal Core Set does, although a lot of those are flavour more than anything else, simply adding D&D skill names before specific card effects.Īdventures in the Forgotten Realms is MTG’s first full foray into a different IP, serving as a crossover with Dungeons & Dragons. The set takes the place of this year’s Core Set, which is always a mish-mash of different mechanics and cards designed to flesh out Standard in a way that allows MTG’s designers to step away from the game’s ongoing story and instead try to print answers to problematic cards from previous sets. It’s a brave new direction for Magic: The Gathering, and one that’s filled with potential. Adventures in the Forgotten Realms feels like the first time Samwise Gamgee takes his first step out of the Shire.
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