The latest Magic: The Gathering set is a massive first-time crossover with Dungeons & Dragons. It’s a wild set that’s been inspired by the deep lore of Dungeons & Dragons and brings over 260 new cards for MTG players to throw down with over digital tables right now and physical tables later this month.
Adventures In The Forgotten Realms transports players to the region of Faerûn. Here you’ll discover new spells and creatures which thematically tie into a game of DnD. Be prepared to throw more D20’s than ever before, and prepare to deal with the randomness that comes with such throws.
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The most exciting aspect of Adventures In The Forgotten Realms is the ‘Dungeon’ card type. There are three Dungeon cards introduced in this set, and they don’t start in your deck, and they’re not part of your sideboard. Think of them kind of like tokens or flip cards you keep in your deck box off to the side. You’ll grab one if and when a card you play says to “venture into the dungeon.”
Let’s take a look at ‘Nadaar, Selfless Paladin’ for an exploration of how these dungeons work.
Nadaar states that whenever it enters the battlefield or attacks, you venture into the Dungeon – which is to “enter the first room or advance into the next room.”
Assuming you’re not currently in a Dungeon, you’ll grab the card from outside of the game, place a counter, or die on it to keep track of where you are n that Dungeon. When you reach a point where there are branching paths, you’re free to progress in that Dungeon; however you see fit.
When you reach the final room, you complete that Dungeon, which is good news for cards like Nadaar, Selfless Paladin as it states, “other creatures you control get +1/+1 as long as you’ve completed a dungeon.”
At this stage, the next time a card asks you to venture into a dungeon, you could start a new dungeon or re-start the same one you’ve already completed – the choice is yours.