Toril remains completely separated from the regular Magic Multiverse, giving the designers a chance to include as many references from the original setting as possible. The crazier ones, like The Deck of Many Things, even bring about the dreaded possibility of a fumble! A World ApartĪdventures in the Forgotten Realms is set on the D&D planet of Toril, which is where the titular adventures take place in the popular “Forgotten Realms” series of module sourcebooks and novels. Of course the result can be influenced by specialized abilities, like Pixie Guide’s, and the reward gets better the higher the roll is, as exemplified by powerful applications like Delina, Wild Mage or Wizard’s Spellbook. The rolls uniformly make use of a 20-sided die, flavorfully referenced to as a “d20” – an arrangement of die that has come to define D&D. This meta-textual action can be the effect of a spell or be incorporated in the triggered or activated abilities of a large subset of cards, predominantly appearing in blue and red. Rollin’ Rollin’ Rollin’Īs interested to the setting’s lore as it is to the very act of playing an RPG, Adventures in the Forgotten Realms introduces another mechanic that was previously a sole prerogative of the un-sets: dice-rolling. Each room has a flavorful name and triggers a different effect, with the final one offering a bigger reward and enabling several payoffs on “dungeons matter” cards, which mostly come in white, blue, and black. The process mimics the most iconic situation of a D&D party making its way through a dungeon. They take the form of a map of the dungeon’s various rooms, which the player moves through by starting at the entrance at the top, and then going deeper and deeper downward each time a new instance of venturing is played. Only cards with the venture keyword action can bring dungeons into the game. These come in three variations, don’t need to be drafted, and start outside the game - just like the Contraptions. Inspired by the Contraptions from the silver-bordered set Unstable, this ability makes use of a new card type, representing the dungeons themselves, for example, Dungeon of the Mad Mage // Lost Mine of Phandelver. The most daring new mechanic from Adventures in the Forgotten Realms is appropriately called venture into the dungeon. Exploring a world that looks as familiar to D&D players as it is removed from the ongoing narrative last touched upon in Strixhaven: School of Mages, we visit dark dungeons and face fearsome dragons, in an experience that tries and recaptures the feeling of playing a classic role-playing game through a game of Magic. Depicting places and characters from the Forgotten Realms D&D campaign setting, this draftable 281-card Standard-legal premier set, which replaces the Core Set as the Summer release for 2021, lands squarely outside of the regular Magic Multiverse. The result is Adventures in the Forgotten Realms, a Magic product like no other. Magic: The Gathering meets Dungeons & Dragons! The two main properties owned by Wizards of the Coast massively join forces for the first time in their long history.
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