In games held under tournament conditions, "cards from outside the game" means cards from your sideboard, but dungeons work a little differently. Rather, they start outside the game and end up in the command zone for a while. The three may be familiar to long-time D&D adventurers.ĭungeons don't go in your deck. There are three dungeons in this set, including Dungeon of the Mad Mage. Let's take a look at the new mechanics that await you in your adventures.ĭungeons are a major part of the D&D experience, and they're a big part of the Adventures in the Forgotten Realms experience as well. And now Magic is getting in on the fun with Dungeons & Dragons: Adventures in the Forgotten Realms, the first D&D-themed Magic set. Dungeons & Dragons has been the standard in fantasy roleplaying since a year that begins with a 1. So what does this all mean? It means that this card is better than it looks and you should consider it if you have space in your deck for an expensive blue card draw spell.The camaraderie. This is a better rate than Mind Spring, and compares favorably to Rishkar’s Expertise without needing to have a creature. (The expected value of your low roll is the dice size minus the high roll EV plus 1, so 1.875 in the case of two d4s.)įor the d8's used on Arcane Endeavor, the expected value of your high roll is 5.8125, which means that if you prioritize drawing cards, you'll be drawing about six cards on average, and getting to cast a spell of about mana value 3. This brings the expected value of your high roll for two d4s up to 3.125 from 2.5. For example, rolling two d4 gives you one result where 1 is the highest number, three where it's 2, five where it's 3 and seven where it's 4. 4.5 for the d8s used here) However, when you roll multiple dice and get to choose the higher result, your expected value rises quite a bit. When you roll a die, there's an equal chance of it landing on any of its faces and your expected value falls in the middle of the possible values. Also, any deck that gives me a home for Krovikan Mist is good in my book.įirst things first, let's talk about expected value and how it applies to these Endeavor spells with their "roll 2dN and choose one result" effects: I like Minn the most out of the three new commanders in this deck, as she has the most possibilities around her. Toothy will be back on the battlefield in time to get counters for all the cards its trigger will draw you, and Fool's Demise will be in your hand in time for Minn's trigger to put it back onto the battlefield onto Toothy so that you can repeat the loop. Stack all your triggers so that Toothy comes back to the battlefield first, then Fool's Demise to your hand, then the draw trigger, and finally Minn's permanent to the battlefield trigger. How would you like to draw all the cards too? Well, just have Fool's Demise on Toothy, Imaginary Friend with a few counters on it, then sacrifice Toothy. With just a basic Island, Minn, Meloku, and a free sacrifice outlet, you can get infinite ETB triggers, death triggers, and landfall triggers. Minn's second ability negates all the downside of Meloku's token making ability by letting you just put the land back down when the token dies at the very least, as well as letting you upgrade those lands into something even better if your imaginary friends are beefy enough. Meloku was good, but in this deck he's just insane. I have to start by talking about Meloku, the Clouded Mirror in this deck.
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