![]() Thematically, these represent ability checks with a difficulty class of 15. One occurs if the result is between 1 and 14, and a stronger effect occurs if the result is 15 or greater. Each one uses a different die.įive rare instant and sorcery spells which roll a d20 and have one of two effects occur depending on the result. The Commander decks for Adventures in the Forgotten Realms feature two cycles.įive rare, high mana value sorceries which roll two dice of the same type. Like with Ikoria Commander, the new cards are themed to the world and the reprints can be from anywhere. Cards from the main set retain their own symbol and code. The other cards in these decks (with printed set code AFC and collector numbers #63–331) are legal for play in any format that already allows those cards that is, appearing in these decks doesn't change a card's legality in any format. They aren't legal for play in the Standard, Pioneer, or Modern formats. These cards are legal for play in the Commander, Vintage, and Legacy formats. You can like The Game Haus on Facebook! And make sure to follow us on Twitter for more sports and esports articles from other TGH writers.There are 62 new cards (with printed set code AFC and collector numbers) printed in the Dungeons & Dragons: Adventures in the Forgotten Realms Commander Decks. Stay Connectedįeatured image courtesy of Olivier Bernard and Wizards of the Coast There are so many great options for creatures to blink in Standard, so this deck is really far from properly optimized. Massacre Wurm is here to handle large board states of small creatures, and Malakir Blood-Priest is the thorn in the side of burn decks. Gelatinous Cube is the main source of removal in the list, with Professor of Symbology finding the other lessons needed to punch through damage. ![]() The deck won’t have the same explosive finishers as it did previously, but there is no doubting the pure value this deck can provide. Having a non-legendary option to blink creatures is what may be the key to bringing a new blink deck to life. Teleportation Circle is here, and it just may be the card that pushes Gyruda back up into the face of Standard players everywhere. However, once War of the Spark rotated, and the Companion rules were changed, Gyruda fell deep into the depths of obscurity. Thanks to a combination of Thassa, Deep-Dwelling and Spark Double. Esper BlinkĪ long time ago at the start of the current standard, Gyruda ruled the format. The Book of Vile Darkness might not find that many wins, but when it all comes together, it’ll be worth it. ![]() It’s also incredibly helpful that cards like Portable Hole and Glass Casket are artifact removal spells that can be sacrificed later if any of the combo is missing. This deck also aims to use plenty of cheap artifacts to help Oswald find what he really needs. They both come out early and can help players find the last piece of the combo at all stages of the game. Ingenious Smith and Oswald Fiddlebender are the two cogs in this massive Zombie making machine. The key of this list is to have multiple ways of finding all of the pieces at reasonable pace. Because the combo demands two other cards to be in play at the same time, the whole deck is a bit fragile to most forms of interaction. Triple Black is a tough casting cost for deck building, however the current standard mana-base allows for a somewhat streamlined White/Black that can cast BBB without much of an issue. The Book of Vile Darkness is a new artifact that tests a player’s ability to build their own 8/8 Zombie God. There is nothing quite like a brand new “build around me” card. Luckily green and black have plenty of good support in these colors, so waiting till turn 5 shouldn’t be too much of a problem for this slower style of deck. Granting Drizzt 8 more power is good enough for an instant kill assuming the opponent has 20 or less life. Drizzt on the other hand happily welcomes a Daemogoth Titan dying during combat. Other sacrifice decks cared about how many creatures died, not how big the creature was when it was killed. The Witherbloom demons failed to find any home in Standard due to their extremely restrictive downsides. That’s why it’s time to call in the big dumb green creatures to help out. However finding the right shell can be tricky for a creature that dies to all of the common removal in the format. At it’s core, this is an incredibly powerful card. Drizzt is a card that provides two bodies, 13 power, and an incredibly explosive ability all stapled onto one package. ![]() It creates a token with weird stats and a name that’s pretty tough to pronounce. Drizzt Do’Urden is one of the most fascinating cards in Forgotten Realms.
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