The beloved adventure of Dungeons & Dragons returns to Magic once more in Commander Legends: Battle for Baldur's Gate. This set visits one of D&D's most iconic settings, introduces some exciting new mechanics, brings back popular mechanics like roll a d20, and even brings a new twist to some other returning mechanics. Before I get into too many details, however, let me give you some background. BACKGROUNDS Specifically, these Backgrounds: Backgrounds are a new type of enchantment. Legendary Background cards represent the story that brought your commander to the point where we find them now. Each one gives your commander a bonus that will help them (and therefore help you) in the game. Most often, this bonus comes in the form of an ability your commander gains or a boost to their power and/or toughness. CHOOSE A BACKGROUND A Background enchantment that's in your commander's color identity can, of course, be played in a Commander deck just like any other card. Some legendary creatures in this set, however, have an ability that allows them to start the game with a Background in the command zone. One thing to note about Volo, Itinerant Scholar (aside from all those creature types) is that it has an ability called "choose a Background." Choose a Background is a very specific version of the partner ability, which can allow a player to have more than one commander. If the legendary creature you've chosen as your commander has chosen a Background, you may start the game with both that creature and a legendary Background enchantment in the command zone. If you do, that Background functions as a second commander for your deck. This means that the Background can have a different color identity from the legendary creature and you use the combined color identity of both the legendary creature card and the legendary Background card to determine what the other 98 cards in your Commander deck (or 58 cards in Commander draft) can be. For purposes other than color identity, that Background is treated as an individual commander on its own. If it is put into your graveyard, exiled, or would otherwise leave the battlefield, you may put it back into the command zone. "Commander tax," the additional cost of two mana for every time you've cast a commander from the command zone, applies separately to your Background. Some cards, usually Backgrounds themselves, refer to "commander creatures." Those don't refer to a Background enchantment that is a commander unless it is also a creature. For other purposes, however, if a card refers to your commander, it means either the legendary creature or the legendary Background enchantment. So cards like Command Beacon (not in this set, but still a popular option) can fetch either the legendary creature or the legendary Background. Anything that cares about whether you control your commander will be satisfied if you control one or both of them. Cards like Command Tower (which is in this set!) can add mana of either of your commander's color identities. THE INITIATIVE Any veteran of the game can tell you that initiative is pretty important in Dungeons & Dragons, and it's important in Commander Legends: Battle for Baldur's Gate as well. In Magic terms, the initiative is a designation that a player can have during the game (similar to the monarch from some other sets). When the game starts, no player has the initiative, and there are three ways for a player to take the initiative. The most direct way is cards like White Plume Adventurer. The second way to take the initiative is to attack the player who currently has the initiative. If a creature you control deals combat damage to that player, you take the initiative. Once you do, though, be prepared to defend it! Other players will surely try to take it from you just as quickly. The third way to take the initiative is if the player who currently has the initiative leaves the game. When that happens, the player whose turn it is takes the initiative. If the player who has the initiative leaves the game on their own turn, or the active player left the game at the same time, the next player in turn order takes the initiative. Once a player has the initiative, there will only be one initiative designation for the rest of the game. As one player takes the initiative, the existing player who has the initiative (if there is one) loses it. Why do you want the initiative? Well, there are three significant bonuses to having the initiative: First, whenever a player takes the initiative, they venture into Undercity (Undercity is a new dungeon card; see "Dungeons" below). This will happen even if that player already had the initiative at the time. Second, the player with the initiative ventures into Undercity again at the beginning of their upkeep. Third, several cards in the set get better if you have the initiative. DUNGEONS Dungeons, as you might guess from the name, are an important part of the Dungeons & Dragons experience. Dungeon cards were first introduced in Dungeons & Dragons: Adventures in the Forgotten Realms, along with the keyword ability venture into the dungeon. The card type is making a return in this set with Undercity, a new dungeon card. Just like previous dungeon cards, Undercity starts outside the game and can end up in the command zone for a while. Players can enter Undercity using only the new keyword action "venture into Undercity," a special version of venture into the dungeon. Players venture into Undercity when they take the initiative and, if they still have the initiative, at the beginning of their upkeep. (See "The Initiative" above). For the most part, venture into Undercity and venture into the dungeon work the same way. If a player is already in a dungeon when they venture into Undercity, they will move to the next room of that dungeon (even if it isn't Undercity). However, if a player isn't already in a dungeon when they venture into Undercity, that player doesn't get to choose which dungeon card to put into the command zone. Instead, they must put the Undercity dungeon card into the command zone. The rest of the process works the same way. They put their venture marker on the first room of Undercity, at the top, and that room's ability triggers. If you venture into the dungeon using a card from Adventures in the Forgotten Realms, you can't choose to start the Undercity dungeon. However, if you're already in the Undercity dungeon, you will move your marker to the next room in Undercity. Since you can't be in two places at once (that's just physics), each player is still limited to having only one dungeon card in the command zone at a time. For example, you could be in either Undercity or Lost Mine of Phandelver, but not both. You'd have to finish one in order to start the other. For more detailed information about the venture into the dungeon keyword action and previously printed dungeon cards, please check out the Adventures in the Forgotten Realms Mechanics article. & DRAGONS Oh, uh . . . right. Dragons, as you might also guess from the name, are an equally important part of the Dungeons & Dragons experience, and many of them appear in this set. We weren't going to do this joke again, but apparently it's required in a contract somewhere. This may or may not be Stet's fault. & . . . GATES? Okay, this is getting silly. Just because the set is named . . . oh wait, this one really is a mechanic? Well, ok then, let's do this! Gate is a returning land type. It doesn't have any inherent rules meaning, but some Gates, including some found in this set, have abilities that care either about which other Gates you control or the number of other Gates you control. MYRIAD Myriad is a returning mechanic that lets a creature attack in all possible directions. Whenever a creature you control with myriad attacks, for each opponent other than the defending player, you may create a token that is a copy of that creature to attack that opponent or a planeswalker that opponent controls. With myriad, you can attack everyone at once or, if you're feeling particularly political, just some of them. Because you "may" create each token, you can decline to create tokens for some of your opponents. Attacking a planeswalker will also cause myriad to trigger, as the planeswalker's controller is the defending player. The tokens basically copy what's printed on the creature with myriad and not much else. If Battle Angels of Tyr has any Auras or Equipment attached to it, those don't get copied. The same is true for +1/+1 counters or any non-copy effect that has changed its power, toughness, or abilities. At end of combat, the tokens are exiled. They don't go to the graveyard, so no abilities that trigger whenever a creature dies will trigger. Another important point is that the tokens enter the battlefield tapped and attacking. This means they were never declared as attackers. If you have any abilities that trigger whenever a creature attacks, those abilities won't trigger. Put another way, myriad won't cause itself to trigger. ADVENTURES Last, but certainly not least, we have a returning mechanic that feels right at home with D&D—adventurer cards. Volo would note that Monster Manual is not a creature card. In fact, the release of Commander Legends: Battle for Baldur's Gate marks the first time that a noncreature permanent has an Adventure printed on it. Otherwise, however, adventurer cards and Adventures are pretty much unchanged from when they first appeared in Throne of Eldraine. As you play a card with an Adventure, you choose whether you are casting the permanent spell or the Adventure spell. The permanent spell has its usual text box on the right, and the Adventure spell has its own text box on the left, complete with its own name, types, and mana cost. If you cast it as a permanent, it enters the battlefield normally as it resolves. Casting it as an Adventure is very similar. It goes on the stack as an Adventure spell and can be responded to or even countered as normal. If it resolves, you follow its instructions, but instead of putting it into your graveyard as it resolves, you exile it. Now your card is on an adventure! "How does a book take an adventure," you ask? Maybe it travels in the knapsack of a legendary storyteller, or perhaps sits next to a window in a dreaded pirate captain's cabin. Or, just maybe, it discovers that the real adventure was inside it all along. Anyway, when you want your card to be done with its adventure, it can return safely. If a card was exiled because you cast it as an Adventure, you may cast the permanent spell from exile! This only works if the Adventure spell resolved and the card remained in exile. If the spell was countered, you're out of luck. While an adventurer card is on the battlefield, just ignore the Adventure and all its text. While the card is in your hand, your graveyard, your library, even exile, it has only the characteristics of the permanent, not the Adventure. TO ADVENTURE! Whether at release events or playing with friends and family at home, you'll find that Commander Legends: Battle for Baldur's Gate is full of powerful cards, fun new mechanics, clever references, and more than a little nostalgia for D&D fans. So, what are you waiting for? Gather up your party and get ready for adventure!
STREETS OF NEW CAPENNA MECHANICS Posted in Feature on April 7, 2022 By Matt Tabak BioArchiveTwitter SHARE ARTICLE ShareTweetShare Five families. Five opportunities to make it in this town. The right connections—and knowing the rules—are everything in Streets of New Capenna. Loyalty to one is war with four, so choose carefully. Maybe you need to know a little more before you decide? Smart kid. Each family has its methods. If someone's lucky, they go their whole life in peace and never see those methods. You? You get to see them all in one go. What a day. CONNIVE The Obscura are the white-blue-black family, and their signature mechanic is connive. The Obscura use magic to manipulate and distract, always looking for a more advantageous position. Connive can put you in a more advantageous position, both in terms of creature strength and hand quality. If a creature you control is instructed to connive, here's what you do: First, draw a card and discard a card. This might help you find the land you need, or later in the game might let you trade away an unneeded land while getting to your game-ending threats a little quicker. But not so fast. If you discard a nonland card, you put a +1/+1 counter on the creature that connived. A creature can connive even if it's not still on the battlefield. So, if Ledger Shredder meets an unfortunate demise in response to its own triggered ability, you'll still get to draw and discard. No +1/+1 counter of course, but creatures that want to grow stronger should try to not get dead. CASUALTY The Maestros are the blue-black-red family, and their signature mechanic is casualty. The members of this elite society appreciate no finer art than the art of the kill. Casualty is an optional additional cost that appears on spells like A Little Chat. As an additional cost to cast a spell with casualty, you may sacrifice an underling . . . sorry, a creature with power N or greater, where N is the number that appears after the keyword. If you choose to do so, a triggered ability triggers that copies the spell. If the original spell required any targets, you'll get to choose new targets for the copy. The copy is created directly on the stack, so it's not "cast," meaning its casualty ability won't do anything, and you can't copy it again. The copy is still a spell on the stack though, so it can be responded to and countered as normal, and it will actually resolve before the original spell. Bloodthirsty though you may be, you may sacrifice only one creature to any one casualty ability. If a spell has casualty 2, for example, you can't sacrifice two 1/1 creatures, although I appreciate your spirit. BLITZ The Riveteers are the black-red-green family, and their signature mechanic is blitz. Industrious and tough as nails, the Riveteers never shy away from a fight, and blitz gets you into the action without delay. Blitz is an alternative cost that appears on several Riveteer creature cards. As you cast a spell like Jaxis, the Troublemaker, you can cast it normally for its mana cost, or you can choose to cast it for its blitz cost. Either way, its mana value doesn't change. For Jaxis, it's always 4. Casting a spell for its blitz cost has several effects. The creature gains haste and "When this creature dies, draw a card." You won't have to wait too long for that card, because at the beginning of the next end step, you sacrifice the creature. Hit fast, hit hard, and get out before anyone knows you were there. The triggered ability that has you draw a card will trigger no matter how or when the creature dies. If it doesn't survive combat, you'll get the card in time to cast it in your postcombat main phase. The creature doesn't have to make it all the way to the end step and be sacrificed, though it does have to die. If it gets bounced or exiled, you won't draw a card. ALLIANCE The Cabaretti are the red-green-white family, and their signature mechanic is alliance. Stylish and hedonistic, the Cabaretti are all about their connections. Alliance is an ability word that highlights triggered abilities that trigger whenever another creature enters the battlefield under your control. Nothing complicated here—you want more creatures and plenty of them. If you control multiple creatures that each have an alliance ability and a creature enters the battlefield under your control, all of the alliance abilities trigger. Those abilities can be put on the stack in any order, and the last one to be put on the stack will be the first one to resolve. If the entering creature itself has an enters-the-battlefield triggered ability, like Chrome Cat does, that ability gets thrown in the mix with all the alliance abilities. And don't forget tokens! They enter the battlefield just like nontoken creatures do, and they're great for enabling alliance abilities. SHIELD COUNTERS The Brokers are the green-white-blue family, and their signature mechanic is shield counters. So, you think you're untouchable? Shield counters make your creatures (and occasionally, other types of permanents) harder for your opponents to remove. Shield counters provide two benefits. First, if a permanent with a shield counter on it would be destroyed by an effect, a shield counter is removed from the permanent instead of the creature being destroyed. If your opponent has Murder on their mind, they're going to need backup plans, because the only thing your creature will feel is the shield counter being removed and the sweet, sweet taste of retribution. The second benefit works against damage. If a permanent with a shield counter on it would be dealt damage, that damage is prevented and a shield counter is removed from the permanent. In this case, "permanent" means creature or planeswalker, the two card types that can be dealt damage. This prevention effect works to stop any form of damage—combat damage, damage dealt by spells like Strangle, or damage dealt because of activated or triggered abilities. But be careful. It won't work if the damage is unpreventable. A shield counter will be removed and the creature or planeswalker will be dealt damage. Each instance of damage (and, for that matter, each destroy effect) removes only a single shield counter, so if you can find a way to give your creatures multiples, your opponents may soon find themselves with lots of problems and no easy answers. HIDEAWAY There's one returning mechanic to touch on: hideaway. Hideaway isn't associated with any specific family and appears on a cycle of cards, as well as on a few reprints in the Commander decks. Hideaway lets you store a card away for future use. Hideaway has received a small update since it last appeared. Hideaway is an enters-the-battlefield triggered ability. When a creature with hideaway N enters the battlefield, look at the top N cards of your library, exile one of them face down, then put the rest on the bottom of your library. Hideaway used to inherently mean four cards, but now it can be any number (especially five!), and that number will appear after the word "hideaway." Also, hideaway used to inherently mean the permanent with hideaway entered the battlefield tapped, but this is no longer true. Previous cards with hideaway now have "[This permanent] enters the battlefield tapped" as a separate ability. Permanents with hideaway will have another ability that lets you play the exiled card without paying its mana cost under certain conditions.
KAMIGAWA: NEON DYNASTY VARIANTS Posted in Card Image Gallery on December 25, 2021 By Wizards of the Coast Archive SHARE ARTICLE ShareTweetShare To view the regular cards, check out our Kamigawa: Neon Dynasty Card Image Gallery. BLACK | RED | MULTICOLORED | LAND | ALL CARDS BLACK Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos RED Atsushi, the Blazing Sky Atsushi, the Blazing Sky MULTICOLORED Kaito Shizuki Kaito Shizuki Satoru Umezawa Satoru Umezawa Satoru Umezawa LAND Plains Plains Island Island Swamp Swamp Mountain Mountain Forest Forest
Preorder yours today! Click here! INNISTRAD: DOUBLE FEATURE PRODUCT OVERVIEW Posted in Feature on November 15, 2021 By Wizards of the Coast Archive SHARE ARTICLE ShareTweetShare More monsters! More horror! More drafts! More of everything you love about Innistrad arrives January 28, 2022, with Innistrad: Double Feature. Available at your local WPN game store, Innistrad: Double Feature combines cards across both Innistrad: Midnight Hunt and Innistrad: Crimson Vow into a beautiful draft-ready booster to play and collect! Innistrad: Double Feature is available in displays of 24 Draft Boosters in English only, and each booster contains the following 15 cards: 4x Innistrad: Midnight Hunt commons 4x Innistrad: Crimson Vow commons 2x Innistrad: Midnight Hunt uncommons 2x Innistrad: Crimson Vow uncommons 1x Innistrad: Midnight Hunt rare or mythic rare 1x Innistrad: Crimson Vow rare or mythic rare 1x Silver screen foil card Each Draft Booster contains two non-foil double-faced cards, one from Innistrad: Midnight Hunt and one from Innistrad: Crimson Vow. Which cards from Innistrad: Midnight Hunt and Innistrad: Crimson Vow can you find inside Innistrad: Double Feature boosters? The complete breakdown is below. What is a silver screen foil card? It's a card with black-and-white artwork printed as a traditional foil using a special silver substrate, then finished with a glossy varnish like the showcase eternal night cards you already know from Innistrad: Midnight Hunt and Innistrad: Crimson Vow. (Check out the Booster Fun breakdown for Innistrad: Crimson Vow for a closer look at showcase eternal night cards.) Every card you can find in Innistrad: Double Feature can be a silver screen foil card, meaning you can open up to three rare or mythic rare cards in each pack! Don't forget that, unlike our recent Innistrad releases, Innistrad: Double Feature is available exclusively at your local WPN game store.
Get your copy here!! GREAT BOOKS HIDE THEIR SECRETS WELL An anthology of seventeen mystery-themed adventures for the world’s greatest roleplaying game. Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold? Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings. This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants. Adventure authors include: Graeme Barber, Kelly Lynne D’angelo, Alison Huang, Mark Hulmes, Jennifer Kretchmer, Daniel Kwan, Adam Lee, Ari Levitch, Sarah Madsen, Christopher Perkins, Michael Polkinghorn, Taymoor Rehman, Derek Ruiz, Kienna Shaw, Brandes Stoddard, Amy Vorpahl, and Toni Winslow-Brill. For the last few years, Dungeons & Dragons books have bordered on formulaic. There’s a bunch of narrative or rules-heavy content up front, then a few appendices full of monsters, spells, and magic items in the back. It’s been a winning formula, to be sure, boosting the original role-playing game to newfound heights. But it’s also gotten a little stale. Candlekeep Mysteries is completely different. Inside you’ll find 17 new adventures from 20 different authors, each of which could serve as the jumping off point for a home-brewed campaign or an interlude between published adventures. But, perhaps more than any other book in D&D’s 5th edition, Candlekeep Mysteries makes room for dreaming. It’s a set of one-shots — adventures that can be run in a single sitting — but it’s also a set of tools and tricks that can be placed in virtually any setting you can imagine. That makes it a resource that every Dungeon Master (DM) should have on their bookshelf. The conceit behind Candlekeep Mysteries is that it’s a book filled with other books, each one taken from the shelves of a fictional library in the Forgotten Realms, the main setting for this edition of D&D. It starts out with a hefty preamble describing the layout and customs of the titular Candlekeep. There’s also a gorgeous poster-sized map of its confines in the back of the book. But exactly where these books are hidden in the world isn’t really important. Publisher Wizards of the Coast takes care to encourage DMs to place the library and/or its collection anywhere they like — including in the world of Exandria, home to the popular new setting created by Matt Mercer for Critical Role, but also Eberron and Greyhawk. Each of the chapters in Candlekeep Mysteries is named after the title of an in-fiction book, and each one includes all of the new content you’ll need to run a single two-to-four hour game with your friends. Of course, you’ll need the three other foundational D&D books in order to run these adventures — the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide. The titles of the books in Candlekeep Mysteries alone are enough to get your imagination churning, including gems like Mazfroth’s Mighty Digressions, Lore of Lurue, The Book of Inner Alchemy, and The Joy of Extradimensional Spaces. But these aren’t just books to be pulled down off the shelf and devoured with the roll of a single die. Many are complex magical artifacts that player characters will interact with over the course of the adventure. Some are even mechanical or physical in nature, and figuring out how to read them in the first place is often a puzzle in and of itself. While these books have a story inside, each one is treated as an object with a history of its own. That makes each book another character in the adventure. Each one gets a written description and an illustration, excellent news for anyone invested in making props for their campaigns. There are a few, I feel, that could even have a good life as hand-made products on Etsy — especially one that involves several cylinders that must be rolled atop wet clay in order to move the narrative along. The adventures themselves are tremendous, and feature some of the best writing of this generation of D&D. The complications they present are a delight, including a sketchy bookstall with an even sketchier collection of employees; an abandoned mining village with a sinister secret; a haunted house trapped in an alternate dimension; and an earworm so toxic that it forces players into quarantine. The latter adventure, involving the earworm, is actually quite clever. The book at the center of the encounter is actually an elaborate clockwork contraption, the complexities of which are mirrored by the adventure’s elaborate social interactions. There’s almost no combat whatsoever. Instead, it forces the DM to take on the role of multiple NPCs. It’s up to the player characters to tease things out, mostly through dialogue. One chapter, titled “Kandlekeep Dekonstruktion” by Amy Vorpahl, made me laugh out loud while reading it. It’s utterly ridiculous, going so far as to introduce technologies that, even given the powerful magics in play within the Forgotten Realms, would be game-breaking if they got loose. Of course, in D&D the DM is always in control. From that perspective, an adventure that causes all hell to break loose is a feature, not a bug. In addition to the writing, the art direction in Candlekeep Mysteries is unusually strong. Chapters include work by different artists, giving each one a wholly different look and feel from the next. By contrast, the maps presented throughout the book are simple, almost unadorned. That’s clearly by design, as it makes them easy to lift out and re-theme for an entirely different setting. That also makes this book an excellent resource for DMs who have gone digital during the pandemic. For bookworms of a different sort — that is, folks who love to buy RPG books and read them as others might a novel — there’s another layer of fun to be had. Scattered throughout this set of adventures are a series of subtle nods to previous 5th edition campaigns, including Storm King’s Thunder and Curse of Strahd. Even while breaking new narrative ground, Candlekeep Mysteries can’t help but wink and nod at the rest of the 5th edition canon. While structurally an outlier, Candlekeep Mysteries nonetheless fits right in with the rest of the 5th edition material. I’m excited to see where players go from here. https://www.polygon.com/reviews/22315969/dungeons-dragons-candlekeep-mysteries-review
THE GAME THAT EVOLVES PLAY AFTER PLAY. Zombies have overrun your school! Gather all your friends around this cooperative game and work together to develop the best strategy to drive off these horrible creatures! Zombie Kidz Evolution is an evolving game: the more you play and complete special missions, achievements, the more the game evolves. Contents: • 1 double-sided Game Board• 1 Zombie Die• 4 Hero Tokens• 8 Zombie Tokens• 4 Lock Tokens• 8 Plastic Standees• 13 sealed Evolution envelopes• 1 Rulebook (which includes 1 sticker sheet and 1 zombie hunter passport) Zombie Kidz Evolution is part of the Little Monsters game collection. The sequel to Zombie Kidz Evolution! Zombies are wreaking havoc throughout the town. Cooperate with your friends and find the 4 ingredients to prepare the antidote that will change the zombies back to their human form! Zombie Teenz is a game that evolves, like its predecessor, Zombie Kidz. These two games are different and independent, but compatible! CONTENTS • 1 Town Board• 4 Hero Tokens• 4 Zombie Horde Tokens• 4 Overrun Building Tiles• 4 Ingredient Crates• 1 White Die• 1 Completely Black Die• 6 Event Cards• 10 Evolution Envelopes• 4 Accomplishment Envelopes• 11 Plastic Supports• 1 Rulebook• 1 Sticker Sheet Come play the ONLINE campaign!!
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