Each room has a flavorful name and triggers a different effect, with the final one offering a bigger reward and enabling several payoffs on “dungeons matter” cards, which mostly come in white, blue, and black. The process mimics the most iconic situation of a D&D party making its way through a dungeon. They take the form of a map of the dungeon’s various rooms, which the player moves through by starting at the entrance at the top, and then going deeper and deeper downward each time a new instance of venturing is played. Only cards with the venture keyword action can bring dungeons into the game. These come in three variations, don’t need to be drafted, and start outside the game - just like the Contraptions. Inspired by the Contraptions from the silver-bordered set Unstable, this ability makes use of a new card type, representing the dungeons themselves, for example, Dungeon of the Mad Mage // Lost Mine of Phandelver. The most daring new mechanic from Adventures in the Forgotten Realms is appropriately called venture into the dungeon. Exploring a world that looks as familiar to D&D players as it is removed from the ongoing narrative last touched upon in Strixhaven: School of Mages, we visit dark dungeons and face fearsome dragons, in an experience that tries and recaptures the feeling of playing a classic role-playing game through a game of Magic. Depicting places and characters from the Forgotten Realms D&D campaign setting, this draftable 281-card Standard-legal premier set, which replaces the Core Set as the Summer release for 2021, lands squarely outside of the regular Magic Multiverse. The result is Adventures in the Forgotten Realms, a Magic product like no other. Magic: The Gathering meets Dungeons & Dragons! The two main properties owned by Wizards of the Coast massively join forces for the first time in their long history.
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