Adventures in the Forgotten Realms Commander Review
Today I present you my review of the most powerful and curious cards from Adventures in the Forgotten Realms for CommanderEdit Article
"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". If you are already in a dungeon, you will advance through the rooms of this dungeon until you finish it. For a better explanation of how this mechanic works, visit an article about it clicking here.
Rolling a D20. 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. All colors came with cards that are relevant to Commander, and I've broken them down into colors for easy access. These were the points I used to define them: • How versatile the card is, whether it will be useful in all decks, or good support for an existing strategy. • 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.
Artifacts and Lands