![]() ![]() ![]() ![]() Rogue Subclasses - Xanathar's (and SCAG).Cleric Subclasses - DMG and PHB Part One.The Cosmic D8 and Grimoire of the Shadowlands.Cleric Subclasses - SCAG and Xanathar's.MTG Rumors: Another Dominaria Set and a Return to.The Deep History of Dominaria and What I'd Love to.So far I'm having a lot of fun, but I guess as a more recent D&D nerd than MTG, I'm getting a kick out of what for me is a new thing coming to this older thing. I managed to build a deck around a couple cards that buff skeletons - one is an enchantment (I'm blanking on the name) that forces you to attack with all your skeletons each turn, but also gives them a bonus to power equal to the number of skeletons you have, and then if a creature dies on your turn, you get two skeleton tokens at the end of it (I think you might get one if nothing dies.) There's another card, something Priest of Myrkul, which buffs vampries, zombies, and skeletons by +1/+1, and then if a creature dies on a turn, you can pay 1 mana to make a skeleton token.Īnyway, I'm eager to see what big strategies become popular with this set. If you stack this effect on a lot of creatures, it can be quite amazing, but again, knowing where you want to go is important. Naturally, the archetypes of the Strixhaven/Kaldheim era are still quite prevalent, and my cobbled-together decks have been a mixed bag (I only burned one Mythic/Rare wildcard to get a second Xanathar.) You can definitely build a deck around Venture into the Dungeon, but I'd recommend figuring out your best dungeon path ahead of the game to make sure you make good decisions in the window you have. I built a couple decks around cards I got. Not sure if Richard Garfield was considering that when he came up with Magic.)Īnother theme, found I believe only in Red and Green, is "pack tactics," where creatures get a special bonus effect if the total power of your attacking creatures is six or more. There's also a pretty strong theme of dragons, unsurprisingly, with a fair number of cards caring about dragons, and dragons in every color (which just so happen to correspond with the five "chromatic" dragon types from D&D, conveniently enough. I've found that the Rogue one is great for a classic Dimir Rogue/Mill deck. There is also a set of Class enchantments that are often pretty good to start with but will get better as you "level them up," which just costs mana and has to be done at sorcery speed. Second, we have the d20 - there are cards that have you roll a d20, always getting a reasonably useful effect, but getting better ones with higher rolls (and usually a crazy good one with a Nat 20.) There are also some cards that give you advantage on the roll, letting you roll twice and take the higher result. There are cards that also care if you've completed a dungeon, so picking one of the shorter ones can be important for those. ![]() There are a few themes running through the set:įirst off is Venture into the Dungeon, a keyword ability that lets you choose one of three dungeons to move "room to room" in, each room having a different effect. Naturally, this being a new set and myself being at best a very casual player, I don't know what archetypes are likely to get strong with this release. Well, I've played for several hours now with my new D&D-themed magic cards. ![]()
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