![]() ![]() Those returning cards are numbered 63–331 and have printed set code AFC. The other cards in these decks are legal for play in any format that already allows those cards that is, appearing in these decks doesn't change a card's legality in any format. These cards are numbered 1–62 and have printed set code AFC. They aren't legal for play in the Standard, Pioneer, or Modern formats. These cards are legal for play in the Commander, Vintage, and Legacy formats. There are 62 new cards printed in the Adventures in the Forgotten Realms Commander Decks. These cards are numbered 1–281 (including twenty basic lands) and have printed set code AFR. ![]() At that time, the following card sets will be permitted in the Standard format: Throne of Eldraine, Theros Beyond Death, Ikoria: Lair of Behemoths, Core Set 2021, Zendikar Rising, Kaldheim, Strixhaven: School of Mages, and Dungeons & Dragons: Adventures in the Forgotten Realms.Ĭards found in Adventures in Forgotten Realms draft boosters and theme boosters will be included in the Standard format. The Adventures in the Forgotten Realms set becomes legal for sanctioned Constructed play on its official release date, Friday, July 23, 2021. Items in the "Card-Specific Notes" sections include full card text for your reference. ![]() The "Card-Specific Notes" sections contain answers to the most important, most common, and most confusing questions players might ask about cards in the set. The "General Notes" section includes release information and explains the mechanics and concepts in the set. Go to /Rules to find the most up-to-date rules. As future sets are released, updates to the Magic rules may cause some of this information to become outdated. It's intended to make playing with the new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. The Release Notes include information concerning the release of a new Magic: The Gathering set, as well as a collection of clarifications and rulings involving that set's cards. Regardless of where it shows up for play, however, Choose Your Weapon is one of the best examples of the ways in which Dungeons & Dragons naturally meshes well with Magic: The Gathering's presentation - and the way that Adventures in the Forgotten Realms seems to be successfully capitalizing on those combinations when they're available, too.Compiled by Jess Dunks, with contributions from Tom Fowler, Carsten Haese, and Nathan Long, and Thijs van Ommen.Įnglish | 中國話,漢語 中文 | 中国话,汉语 中文 | Français | Deutsch Of course, doubling a creature's power and toughness can be an explosive constructed mechanic too, and having any sort of failsafe for the card being poor in a situation - even if it's an equally niche role like dealing with a creature with flying - means it's something to keep an eye on in Standard, too. Choose Your Weapon works from both an offensive and defensive perspective, and while the rate for its cost doesn't necessarily match up perfectly with the effects it offers, that extra cost for more flexibility will often be well worth it. Modal spells grow more powerful the slower or more varied a format is, and Limited produces some truly complex board states. Beyond the effective combination of Dungeons & Dragons keywords with the mechanics of the spell, Choose Your Weapon also seems like a solid addition to any green Limited deck.
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