Magic the gathering forgotten realms12/27/2022 The big upside to dungeons is, in some part, that your opponent can’t interact with them outside of preventing you from venturing further into one by removing or countering your permanents and effects that would cause you to venture deeper. It’s worth looking at one of those here, too: There’s a lot of work jumping through these to get what seem like very slight effects, though we’ve certainly seen creatures and effects that give you a variety of ways to move through a dungeon. It’s super parasitic and while I like the little maps, hand-drawn maps on graph paper have never been a quintessential part of my group’s D&D experiences. I’d have much-preferred something that felt more like standard Magic and could be used in future sets, in part because D&D does not have a monopoly on dungeons conceptually. TheChirurgeon: I wish we’d started with something else because I really do not like this implementation of dungeons. I envisioned dungeons as something like Urza’s Saga – a land saga that advanced as you “solved” it via the party mechanic. I also find it almost bizarre that this set doesn’t include the party mechanic, and particularly that dungeons don’t revolve around the party mechanic. These dungeons feel rather clunky, and probably not that worthwhile unless someone comes up with a way to really break them in standard, they’ll just be another mechanic that disappears as a historical curiosity. For a long time, one of the strengths of magic has been that it’s a relatively straightforward game for new players, especially if you’re careful to keep it to decks based on attacking with creatures. This proliferation of mechanics that require cards and weird things to remember is not really good in my opinion, and it seems like the rate of new inclusions is accelerating. Before there they exist nowhere, apparently. For commander players, we also have the command zone, which also exists in all games, and is coincidentally where these dungeons go, once you’ve ventured into them. They don’t take up sideboard slots thus far, they are more like tokens, but we now have “the Monarch”, “the Cities Blessing”, Companions, Sideboards, Emblems, and now dungeons. They are pseudo-cards (haha injoke) that aren’t really cards. I think that was necessary to attenuate the power level for other formats and there will be strong decks using them, but there just won’t be enough venture cards to build an entire Commander deck around.īPhillipYork: I would say that the dungeons add another complication to the game. The ones they picked are absolute home run icons of D&D so no issues there, but the effects are maybe a little underwhelming for Commander, especially if the whole mechanic is as parasitic as it seems likely to be. At this point you are free to start the same dungeon over again or choose a new one the next time you venture forth, and some cards will care that you have successfully completed a dungeon and give you some sort of bonus.įromTheShire: I have mixed feelings about the dungeons. When a card instructs you to take this action, if you don’t currently have a dungeon in your command zone you choose one of the three dungeon options and place it in that zone, then enter the dungeon and trigger the first room ability.Įach additional instance of venturing will move you to the next room and trigger its ability until you reach the final room, completing the dungeon and removing it from the game again. Dungeons are a new card type that don’t actually go in your deck rather they sit outside the game before ultimately going in your command zone after they are introduced to the game with a new keyword action: Venture into the dungeon.
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