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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In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. 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. Welcome, adventurers, and gather round as I tell you a tale of Dungeons, Dragons, and Magic. Adventures in the Forgotten Realms is finally upon us! This crossover set brings lots of new mechanics to the world of Magic, and in turn Magic is featuring a lot of new DnD characters in the cards, as well as all-new campaigns! A Dungeon Master’s Guide Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. 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. Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.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. 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: Also, since you are in Bant colors and might even want to be swinging with one big creature, Noble Hierarch is a great card to include. It helps fix your mana as well as pumps your threat. What to Take Out

Purity of SpiritBeginning at 15th level, you are always under the effects of a protection from evil and good spell. Breaking Your OathA paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. There are also three separate kinds of treatment the cards can get! Other than foil, the first and most well-known is a classic Extended Art card. These can be some of the best rares and mythics in the set, such as The Book of Exalted Deeds, The Book of Vile Darkness or Vorpal Sword! Next is the showcase treatment, which this time is emblematic of the original art for Dungeons and Dragons books! These cards feature the most important characters and creatures in the set, in a style that can only be described as nostalgic. Owlbear, Baleful Beholder and Mimic make this set, as well as characters like Kalain, Reclusive Painter and Minsc, Beloved Ranger. Finally, and my personal favourite, are the 9 non-basic lands in the set. They are printed to look like the original DnD Dungeon Modules! If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.Aura of CourageStarting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. With these spells, you should be able to protect your one creature long enough to finish your opponents off. Auras 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:

These are repeatable effects that let you choose what goes on top of your library, and thereby plan your Miracles accordingly. First up, let’s talk about the characters! One of the coolest is the Drow Elf Drizz’t Do’Urden, the original main character of Dungeons and Dragons! Drizz’t is a White/Green card that can summon his panther companion, Guenhwyvar, and allows him to quite literally level up when another card dies! Drizz’t’s long-time travelling companion Bruenor Battlehammer and his sword Icingdeath also make an appearance. His other sword, Twinkle, unfortunately does not. Imagine having a sword called Icingdeath and it’s not the lamest name. 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 OutFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.



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