![]() And I, for one, think they did a great job. I’ll get to how they incorporated some of D&D’s mechanics in a bit, but for now it’s all about the flavor. I know I already mentioned that Wizards nixed Forgotten Realms’ inclusion as part of Magic’s canon lore, but that doesn’t mean we can’t still marvel at how R&D has sprinkled the magic of D&D in this set. My favorite is the Far Realm, a plane of Lovecraftian horrors (called aberrations in D&D) that lies “outside” of the rest of the multiverse.įorgotten Realms has focused on Faerûn and the Prime as they’re the biggest part of D&D and probably the most well-known and commonly referenced, though there are some splashes from other planes as well. It’s where the fey are from and is a plane of really potent magic. There’s also the Feywild or the plane of Faerie, which exists as an echo of the Prime Material Plane. Just like Magic, the Forgotten Realms has more than one realm as the name implies (usually called “ planes”), which is also called the multiverse. Some other notable places in Faerûn are the Anauroch desert, Amn, and Thay. A lot of lore focuses on the Sword Coast and heroes of the area including the Spine of the World to the North and Baldur’s Gate further South. The main location for a lot of Forgotten Realms stories is Faerûn, a major continent on the planet of Toril. Let me just crack my knuckles and lore vomit all over you before we get into the set itself. Hired Hexblade | Illustration by Irina Nordsol And honestly comes off as a little bit lazy in terms of creative storytelling, but it is what it is. Well, we already know that this set isn’t going to be part of Magic’s Multiverse lore-wise. So what does this mean for Forgotten Realms? They simply print cards with mechanics and themes to bolster upcoming blocks or give answers for overpowered cards from recent sets. Cards in core sets also sometimes have reminder text for mechanics and abilities on the card itself.Ĭore sets also don’t contribute to Magic’s overall storyline and don’t usually have a unified story across their cards. Core sets are usually aimed towards new players, featuring cards and mechanics that can easily be added into various MTG products like welcome decks, planeswalker decks, and deck builder’s toolkits. This means that it’s going to be Standard-legal, of course, but it’s also got some interesting implications. This year, however, Adventures in the Forgotten Realms has replaced a normal core set. If you’re familiar with Magic’s typical releases, you’ll know that the summer set is usually the year’s core set. This set is an interesting one, and not just because of the lore and flavor. If you managed to put any of them on the field and use their final ability, maybe you could have already won the game if they were other cards.Shessra, Death's Whisper | Illustration by Marie Magny Making your opponents lose up to eight life per turn with a planeswalker's final ability isn't as impactful, as is Grand Master of Flowers, preventing a creature from blocking or searching for a creature of a specific mana wouldn't have any impact on Commander, as well as spending 4 mana and 4 turns, with luck, to turn him into an indestructible 7/7 dragon with flying. How relevant or different its effect is, whether you already have cards doing something like that for less mana, or whether it's an entirely new effect.Īll the Planeswalkers are good, but they seem to me to have been made for the Standard, their abilities don't seem to be that relevant to the Commander and hardly one of them would be able to stay in the field long enough to be able to activate their best ability and even if they did, they are not strong enough to be relevant.įor example, the Lolth, Spider Queen: she may be able to activate her best ability early, in a deck that is geared towards this, but her effect isn't as strong on EDH.How versatile the card is, whether it will be useful in all decks, or good support for an existing strategy.These were the points I used to define them: Some cards have effects that call for a D20 roll to determine what will happen, the higher the result, the better the card's effect.Īll colors came with cards that are relevant to Commander, and I've broken them down into colors for easy access. For a better explanation of how this mechanic works, visit an article about it clicking here. ![]() If you are already in a dungeon, you will advance through the rooms of this dungeon until you finish it. "Venture into the dungeon", every time you activate an effect like this ability, two things can happen, if you are not in a dungeon, you will choose one to "venture". Adventures in the Forgotten Realms was a set that brought to Commander two new mechanics. ![]()
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