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Contact Other Plane by Alix Branwyn
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bacejelerenvorthos · 2 years
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The Lore of Adventures in the Forgotten Realms: Tiamat
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“The five-headed progenitor of the chromatic dragons, Tiamat embodies the greed and vices of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells, but she believes that the Multiverse and all its treasures will one day be hers alone.
Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons she created—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.
Mortals who hunger for control, power, and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect to manifest in the Material Plane.”
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Art by Chris Rahn and Tyler Jacobsen
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jodeeeart · 3 years
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Drider, My card for Magic the Gathering : Adventures in the Forgotten Realms just got previewed! AD : Zack Stella
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lavalotmtg · 3 years
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Stolen from twitter, originally by Alcememeist on FB
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commandtower · 3 years
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Hive of the Eye Tyrant ~ dungeon module variant art by Tony DiTerlizzi
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wizardsmagic · 3 years
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We want to know what you think of Adventures in the Forgotten Realms in our latest survey!
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viktinitheman · 3 years
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I’m ready to build my new commanders for Adventures in the Forgotten Realms! Bring it on, handsome octopus-people! 🐙
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dimestoretajic · 3 years
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when winning the game relies on an afr card
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askkrenko · 3 years
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I’m uneasy about Dungeons
New Dungeon mechanic was revealed, looks pretty cool, except... there’s a bunch of things that make me feel like it’s going to be disappointing in anything outside of limited. A) The Dungeon mechanic is incredibly parasitic. As the deeper levels of the dungeon are better, a deck that wants to make full use of a dungeon needs to run a lot of dungeon cards. This isn’t inherently a problem, but if AFR is the only set in standard that includes dungeons for its entire lifespan, it makes those decks much harder to build. Meanwhile, “Dwarf tribal” or whatever will be able to use cards from half the standard sets, and “Red Deck Wins” can just grab from any standard set. B) There are only three dungeons. The way the dungeon rules work, you always have access to all the dungeons that exist, but there are only three dungeons. This means they can’t introduce new dungeons without giving functional power level buffs to every dungeon-based card that exists, and it means if they do add more dungeons, anyone in the future using a dungeon ability will have a wide variety of options every time they play a dungeon-venturing card. But the thing is, we WANT more dungeons, just by the nature of this being the sort of the game where we want more stuff and we want room to grow off of stuff. Because cool things are cool and we want more cool things. C) There’s no mechanical way for an opponent to interact with your dungeon diving, they say, so that means if a dungeon winds up being particularly strong, there could be a serious lack of counterplay.
D) This is a minor nitpick, but the attempt to be flavorful and simplistic at the same time means that I have no idea what’s going on in this three dungeons. Hopefully they do promo better dungeon cards with real art and such because these are super bland visually.
So what we have here is a mechanic with no room to grow unless they want to buff the entire mechanic, that’s very likely to be too weak to play outside of limited because it’s so narrow, but if it IS good enough for tournament play it could potentially be very difficult to counter.
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thevorthoscast · 3 years
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In a whole set based on Dungeons & Dragons, there is a veritable dragon hoard of flavor gems. We (somehow) fit them into a single episode, so get your d20's ready for a flavorful adventure!
If you enjoy The Vorthos Cast, consider supporting us on Patreon at www.patreon.com/thevorthoscast!
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snowiecomics · 3 years
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snowie Comics - Chapters 8 & 9 [Double chapter]: MTG Nights (Part 1) & MTG Nights (Part 2) Original release date: Monday July 19th 2021
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You Come to a River by Viko Menezes
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bacejelerenvorthos · 2 years
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The Lore of Adventures in the Forgotten Realms: Nihiloor
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“A mind flayer named Nihiloor serves as a master spy for Xanathar, the beholder crime lord of Waterdeep. With its alien mind, Nihiloor considers itself Xanathar's equal, but for now it is content to serve the beholder, lurking in the shadows and pursuing its own schemes. It spends much of its time creating intellect devourers—brainlike creatures that can inhabit the skulls of humanoids and transform them into puppet-spies.”
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gnome-friend · 3 years
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IT’S A LITTLE GNOME!
Finally, there are gnomes in Magic who aren’t artifacts!
And this one casts a handy spell!
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yoshifawful64 · 3 years
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okay i'm calling it now, dungeons are a second-deck mechanic
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radramblog · 3 years
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AFR Precon Commanders
Look I literally did this last week, but also, I haven’t really thought about Magic since then, so I don’t have any particular ideas about what to write other than just another long list of cards. I had an idea for an Ebondeath dech tech, but I’m going to put that on the backburner for a day where I have a bit more time.
Besides, there’s a reason Set Reviews and the like are so popular among players. They’re fun to make, and they’re fun to read/listen/watch. And for whatever reason, WoTC has opted to give us effectively two full Commander sets this year, with AFC having just as many precons and almost as many new Commanders as the 2016 precon offering. So there’s a lot going on, and a lot to talk about.
With only 12 new cards to talk about this time, and them being actually designed for the format, I’ll try to spend a bit longer on each one. And the first one is….
Catti-brie of Mithral Hall
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There’s a lot going on here for two mana. Catti-brie is Selesnya’s second Equipment Commander, with her compatriot Nazahn being a bunch more impact, but also triple the mana cost. This is besides the part where Nazahn is not that good outside of finding his absolutely bonkers hammer.
I think Catti-brie has a lot of potential. With the right build, she can get very large very quickly, and considering she costs two whole mana, that’s fairly impressive. With no ramp and just Grafted Wargear, she’s swinging for 6 commander damage turn 3, and only getting bigger from there- literally a 3-swing clock with the extra counters.
I literally cannot envision you ever using that last ability unless someone snipes her mid-combat. But you probably don’t need it? I like her either way. Bit awkward she releases the same day as fellow two mana Selesnya Commander that gets bigger for (deckbuild mechanic), Trelassara.
 Galea, Kindler of Hope
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…eh?
Okay, so it Future Sights, but only for Auras/Equips, and it gets the Sigarda’s Aid ability for Equipment, which is kind of gross- you get the card and mana advantage at the same time there. As someone with a Gruul topdeck deck, I know that Green doesn’t really offer much to that pie, but I know Blue absolutely does- not gonna be super hard to manipulate and chuck the swords you want on top of the deck.
But like…eh? This commander doesn’t excite me. They’re obviously powerful, but I just don’t care that much. There’s nothing they do that other things don’t, you know? Bant already has topdeck in Amareth, Auras in the three commanders from the Bant Enchantress deck, and arguably Voltron in Rafiq. I guess this is Bant equipment, but…Rafiq………..
 Karazikar, Eye Tyrant
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Goad is such a fun mechanic, and I’m so happy to see it every time. Not only does this basically Edric in Rakdos, it also helps you force the issue? Yeah okay, that’s a solid commander. 5 mana is awkward, especially since they can’t really swing in safely themselves that often. With that in mind, the tap ability is deceptively strong, especially combined with, say, Menace.
There are currently 372 Kardur, Doomscourge decks, which is way, WAY more than I expected. I’d imagine a lot of those are switching to Karazikar, considering it’s basically the same but better. Not that I ever really care for “just better” cards, but not everyone sees things the same way I do.
 Klauth, Unrivaled Ancient
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What if we made Savage Ventmaw a legend? Okay, cool, but also we fixed it so you can’t go infinite. Wait no stop don’t put Ventmaw in the deck anyway noooooo-
Whoever decided this should have Haste deserves a raise, as the card would be nigh-unusable without it. As it is, this is going to basically let you doublespell constantly, especially if that first one has Haste. Ramp, Beaters, and X-Spells are going to abound. It’s hardly the most unique Gruul commander- Radha 2 exists, after all- but it’s still a solid one.
 Lorcan, Warlock Collector
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I think I’ve played D&D with this guy before.
Lorcan is basically Grave Betrayal in the zone. Upside: Grave Betrayal is a bonkers card, and this doesn’t have the end step clause. Downside: 7 mana in the zone is huge, and the life cost will add up very quickly. Upside: Unironically the exile clause is good, since it means you get to effectively grave-hate with this guy. Downside: some good cards, like Marshland Bloodcaster, are Warlocks, and you don’t want to be exiling your own things.
Lorcan is probably a very fun commander, because Grave Betrayal is fun and cool. It’s probably not actually a very good one. I like it in the 99, though? Might pick one up for Gonti.
 Minn, Wily Illusionist
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Okay I don’t care if this card is good it’s so fucking cool. Finally, Illusion Tribal! Get out your Krovikan Mists and Lords of the Unreal! Blue has no trouble drawing extra cards, even on your opponent’s turns, so she’s going to be pumping out a bunch of these tokens.
Oh, also that second ability is bonkers. It doesn’t say nonland, you can ramp with this! Very solid for a more permanent-based Blue deck. There are also just a bunch of random Illusions that this greatly benefits- Murmuring Mystic and Mordenkainen and Meloku all make tokens, and Draining Whelk and Fathom Seer have the type. Not a huge number of sacrifice outlets, but Drowned Rusalka is probably the best it has ever been here. Very interesting card.
 Nihiloor
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Mx steal-yo-girl here is certainly a unique effect, but not the most interesting one. The second effect benefits Theft tribal, but not, like, well? Though I suppose ganking creatures is a strong enough effect already.
And yet, on this one it’s really awkward? Esper isn’t known for bigboy creatures, but that’s something this deck wants, apparently. It has a lot of potential, but also, there’s a huge amount of setup and a huge potential to get blown out, since blowing them up gives all opponents their guys back immediately. I like what they were trying to do here, but it’s a tad naff.
Prosper, Tome-Bound
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Ah yes, the one everyone’s hyped about. And for fair reason, this card is cool as fuck. It’s a unique effect in the colour, and it’s both card advantage and ramp in one card, and it’s in Rakdos of all combinations? Also, it’s a Tiefling, so surely people are horny for him. There’s a good reason this is the most popular commander from the set, including the main set cards.
This is not the only cast-from-exile matters commander in existence- Laelia came out this year too, but she’s weaker and also not black. The extra colour adds a bunch more to this- theft effects mostly, but also more Cascade cards like Bituminous Blast, things like Dream Devourer, and fucking Valki babyyyy. Add in the black Artifact synergy and you’ve got a both flexible and powerful general.
 Sefris of the Hidden Ways
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This is probably the only commander that’s going to see any play with the Venture mechanic, so get it while it’s hot. “From anywhere” is a huge line of text, and I suspect Syr Konrad is going to find his way into a lot of Sefris decks.
I’m sure there’s a combo this can do or something, but at the end of the day: Do you like the dungeon mechanic? If so, you’ll probably like this card. If not, you probably won’t. Also, since they are surely not going to make more Dungeon cards any time soon, and maybe never again, this deck is going to look very the same for a very long time.
 Stormvald, Frost Giant Jarl
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Sheesh, Bant kinda lost out on this one. Storvald is so incredibly eh.
Ward 3 is, like, juuust on the edge of not really doing that much, where it makes removal cost 4-5, so it’s awkward, but you’re still going to do it if the target is threatening enough. What I’m saying is that it isn’t actually an especially good protective ability on your 7-drop, even if you are in Green.
Making creatures big is decent enough- I’m of the opinion that Gigantomancer is an underrated card, and this gives more colours for things to embiggen. Making things small is slightly less relevant, especially since your 7/7 commander and beater are likely to be crunching through most things anyway. The card is fine, but unexciting.
I like Bant well enough as a colour combination, but like, none of the commanders are my jam. Maybe one day.
 Vrondiss, Rage of Ancients
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Iiinteresting. Look, let’s not beat around the bush, dice-rolling isn’t really a thing unless you’re silver bordered- yeah you could get a few of the better things in there, but you’re probably better off just playing ping effects. Pyrohemia this fucker up.
Enrage was a funky mechanic that didn’t actually get a commander, aside from just the Dino tribal ones. But now we have a proper one, and they’re a Dragon to boot. Also, this is probably the easiest its ever been to generate a bunch of Dragon tokens, so getting triggers from them is real easy, even if they are one-shot-pops. Keep in mind that doesn’t say Combat Damage, so Scourge of Valkas and Dragon Tempest are kind of a nonbo.
Gruul obviously already has Dragon Tribal options, but this is still a good thing to have around.
 Wulfgar of Icewind Dale
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WoTC apparently decided to throw everyone a curveball on this one. Because from my recollection, everyone on r/custommagic assumed we’d get this effect at some point, now that technology like Panharmonicon exists, but they and I assumed it would be, you know, Boros. The colour combo that probably needs it more. Gruul, really? Come on Gavin, you’re a great dude but what the fuck is this.
Sigh. That’s not especially fair.
This combos with like half a dozen things to make mana and probably triple that to make damage. And there’s surely ways to draw cards, and blow things up, et cetera, et cetera. I’m just salty. This isn’t the note I wanted to go out on!
Fuck it, at least you can still double a Drakuseth trigger. But my Aurelia……..
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