Magic: The Gathering Adventures in The Forgotten Realms Commander Deck – Aura of Courage White, Multicoloured Blue Green

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Magic: The Gathering Adventures in The Forgotten Realms Commander Deck – Aura of Courage White, Multicoloured Blue Green

Magic: The Gathering Adventures in The Forgotten Realms Commander Deck – Aura of Courage White, Multicoloured Blue Green

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Description

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. The other dice-related new card that is turning heads is Treasure Chest. Although you have to sacrifice it, the value you generate is immense. There’s a chance to gain 5 Treasures, draw 3 cards, or even search for any Artifact from your Library and put it into play. There’s still a 5% chance you’ll lose 3 life, but even so at least you’ll get a trigger off Vrondiss’ ability! More Forgotten Realms Commander spoilers are here! Here are the new card from Aura of Courage precon: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Dungeons of Death has a lot of potential if you focus on the two mechanics that Sefris of the Hidden Ways brings as your commander. In keeping with the theme of Galea, there are a couple equipment spells that care about Knights. They aren’t amazing, but they can help pump up one of your Creatures if you need: You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Closing Remarks

Powerful and varied synergies between the cards. A decent number of good tutors. Good mana curve. Has an efficient and consistent way to win on turns 10-12 (level 7) or 7-9 (level 8). Some social rules — like no mass land destruction, no consistent combo wins — still exist. Aura of Courage includes a nice selection of permanent “hexproof” effects, including the always-efficient Swiftfoot Boots and its less powerful but still annoying cousin Winged Boots . There’s also Shielding Plax , which at least replaces itself, and the underwhelming but still useful Eel Umbra . You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Purity of SpiritBeginning at 15th level, you are always under the effects of a protection from evil and good spell.

Unfortunately, AFR didn’t bring us any new Curses. I mentioned a couple of cards earlier that might fit in with the Auras theme, but other than those, there are no new cards for this upgrade path. What to Take Out There are a few cards from the new set that could contribute to each of these tribes. Very few of them are very good, though, and you would probably be fine if you left them out. Regardless of which tribe you pursue, there are a few cards that are generically good in tribal strategies. Here are a few: Commander: Equipment / Aura (Updated) Commander: Equipment / Aura (Updated) Commander: Equipment / Aura (Updated)

Extra Attack

Holy NimbusAt 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Aura of Courage is the “safest” of the four precons. Lists that try to place as many enchantments and equipment on your creatures as possible aren’t exactly new to Commander. It’s a strategy with a fair amount of support and can be pushed to a competitive level pretty easily if you look into it. My Personal Favorite Since Dungeons of Death is already so potent in removal, it can improve other aspects such as self-mill effects to get more triggers from Sefris, plus swapping in one or two more cunning Creatures to truly get the most value from completing a Dungeon. With these spells, you should be able to protect your one creature long enough to finish your opponents off. Auras SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

One thing that Giants in these colors are pretty good at is keeping you from taking damage. You can build up a pillow fort pretty easily, and then hide behind them as your commander slowly beats people down. Here are a couple creatures to illustrate what I mean: Channel DivinityWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Even though it tends to be pretty expensive, Giants are also decent at dealing with problematic permanents that your opponents control. For example, Arbor Colossus can deal with a scary flier, even if it costs you 5GGGGG. Similarly, Kalemne’s Captain gets rid of pesky Artifacts and Enchantments for 8WWWW. Cheaper options include: You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. This is less of a downside, though, if you have cards like Realmwalker, Future Sight, Vivien, Monster’s Advocate, or (if you are willing to break the tribe) Vizier of the Menagerie, Magus of the Future, or Garruk’s Horde. Bant Elves As a 3- Mana AFR Commander, Sefris can be out on the board early and start generating value through multiple Venture triggers. Several Commander exclusive cards will help you get through those Dungeons, such as Immovable Rod, Midnight Pathlighter, and Radiant Solar. Sadly many others play around with another new AFR mechanic – rolling a d20 die – that doesn’t aid Sefris’ cause at all. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.



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