![]() The goal of this deck is to use cheap treasure-producing creatures to both power out high-cost threats, as well as buff up smaller creatures as the game goes on. ![]() The card that has the chance to break out utilizing treasure is the uncommon legend Kalain, Reclusive Painter. After all, what’s the point of going into a dungeon if there isn’t some treasure on the way? In AFR, creatures and spells gain bonuses on the condition that it’s cost was paid using treasure tokens. While dungeons may be the big new addition to the set, Forgotten Realms features a massive new lineup of treasure-producing spells. Sultai gives the options to add in some counters or removal as the deck needs, making this a very flexible deck to kick-off the Forgotten Realms experimenting. Of course there are plenty of support cards to help speed up the process like Yuan-Ti Malison and Eccentric Apprentice. To push this over the edge, this list wants to add Varis, Silverymoon Range to provide a second trigger of venturing each time Acererak is cast. Acererak the Archlich is obvious star of this list as it provides a way to always venture into a dungeon on turn three. The engine that drives the dungeon deck is the powerful combination of two new legendary creatures. For the first day of Forgotten Realms, it only makes sense to go all in on the latest new card type. Most effects are beneficial, but there are some dangerous areas for those who want to skip ahead through the dungeon. ![]() Players can select one of three potential dungeons to explore, with each new room providing a new effect. “Venture into the dungeon” is the newest phrase in Magic, and it looks like it could be one of the most unique mechanics to date. Ignore the “Oubliette” room in 99% of cases.On the first day of any expansion, it’s important to always test out the new spotlight mechanic. If you want to play “backwards”, choose one of the others. Interests: if you're the aggressor in the match, or your deck plans to be the aggressor most of the time, go for the Tomb. Pay attention to one thing: the last room's token is legendary, so unless you expect it to die soon, you'll likely want to start another dungeon after completing the Tomb of Annihilation. And you still get a 4/4 Deathtouch at the end of the deal. Paying two life points doesn't matter if you're attacking, as those two points, either in your hand (Veils of Fear) or in play (Sandfall Cell) add pressure to your opponent. The left path has some symmetrical effects, which work very well on aggressive decks. The vast majority of the time, this is a business that is not worth it. However, the cost is pretty high: even if you don't have any creatures or artifacts in play, you still have to sacrifice a land and discard a card. If all you want is the benefit of having already completed a Dungeon, you can get it with just three Ventures, taking the path to the right (Oubliette). Remember that we still don't know 100% of the set, this is more of a starting point than a definitive guide. The question that remains is: which dungeon to choose? This will depend on the context of the game and your deck. It's also been said that regular mechanic cards tend to Venture once (one-shot), or rely on some restriction (such as dealing damage to the opponent), while higher rarities can venture repeatedly. ![]() Some cards like Nadaar also care if you've already completed a dungeon - it doesn't matter which one.Īccording to the stream “AFR Venture Day”, although we have this mechanic in all colors, the most focused combinations are Orzhov - white and black - and Azorius - white and blue. These actions trigger effects that go on the stack. It's important to remember that in Draft/Sealed you don't need to pick or open dungeon cards, you always have access to all three. As presented on the introduction article, there are cards with the ability “venture into the dungeon”, which means: advance a room in your dungeon, or start a dungeon if you are not in one. ![]()
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