Thursday, July 29, 2021

Thoughts on AFR


The latest Magic set, Adventures in the Forgotten Realms, has been out for two weeks now (digitally; one week in paper). This highly anticipated set is a crossover, incorporating elements from Dungeons & Dragons RPG (also a Wizards of the Coast product) into the world of Magic. I've never played the RPG, but I'm loving the set so far. Here's why:
  • It's fun to play. This is ultimately the measure of any set: is it fun? And the answer, here, is a resounding 'yes.' I was disappointed in Strixhaven and underwhelmed or annoyed by several recent releases; this set makes Magic fun again.
  • It has 42 legendary cards. I really like those in general, giving lots of options in commander and other formats.
  • It has 19 "choose one" cards. Meaningful choices is what makes games fun and challenging. In Magic, there is a great deal of choice in both deck construction and execution; in this set, a third 'layer' is added by these modal cards that allow you to choose between one of two effects.
  • The theme works. DnD's fantasy world is a natural fit for the Magic mechanics. And I love the ability words they've added to many cards (like the 'choose one' cards previously mentioned). 
    • For the unfamiliar, "An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules." (comprehensive rules, 207.2c). See the example card below: Journey On and Make Camp are ability words that have no special rules, but give some flavor to the card. 
    • In this set, ability words give Magic a 'choose your own adventure' feel- just like a RPG. Adding so many ability words to this set is something they've never done before. Generally, a set will have one or two ability words that tie together cards with similar functionality (see above quote). Here, I count 35 or more. No bearing on game play, but it adds some flavor and fun.

Overall, this is a fun experience. Check it out.

Saturday, July 24, 2021

Adventures in the Forgotten Realms Sealed


A new Magic set is out! Adventures in the Forgotten Realms brings the characters from Dungeons & Dragons to Magic, and I'm thrilled. I've never played DnD, but it seems the perfect crossover. Anyway, Arena is running its typical sealed event. I participated three times.

Deck 1: 3-3
I ran a blue/black deck that worked reasonably well. 
1 The Deck of Many Things (AFR) 241
1 Spiked Pit Trap (AFR) 251
2 Evolving Wilds (AFR) 256
1 Krydle of Baldur's Gate (AFR) 226
6 Swamp (AFR) 273
7 Island (AFR) 269
2 Pixie Guide (AFR) 66
1 Shocking Grasp (AFR) 72
2 Charmed Sleep (AFR) 50
1 Air-Cult Elemental (AFR) 45
1 Rimeshield Frost Giant (AFR) 69
1 Shortcut Seeker (AFR) 73
2 Contact Other Plane (AFR) 52
1 You Find the Villains' Lair (AFR) 84
1 Scion of Stygia (AFR) 70
1 Shambling Ghast (AFR) 119
1 Forsworn Paladin (AFR) 104
1 Fates' Reversal (AFR) 102
1 Vampire Spawn (AFR) 123
1 Manticore (AFR) 113
1 Yuan-Ti Fang-Blade (AFR) 128
1 Demogorgon's Clutches (AFR) 96
1 Black Dragon (AFR) 90
1 Baleful Beholder (AFR) 89
1 Herald of Hadar (AFR) 108

Deck 2: 4-3
I ran another blue/black deck. I wanted to explore other colors, but it didn't make sense based on my packs. This one also went well.
1 Evolving Wilds (AFR) 256
2 Spiked Pit Trap (AFR) 251
8 Island (AFR) 269
7 Swamp (AFR) 273
1 Black Dragon (AFR) 90
1 Zombie Ogre (AFR) 129
1 Drider (AFR) 98
1 Manticore (AFR) 113
1 Gelatinous Cube (AFR) 105
1 Demogorgon's Clutches (AFR) 96
1 Precipitous Drop (AFR) 115
1 Skullport Merchant (AFR) 120
1 Clattering Skeletons (AFR) 93
1 Death-Priest of Myrkul (AFR) 95
1 Fly (AFR) 59
1 Secret Door (AFR) 71
1 Arcane Investigator (AFR) 46
2 Pixie Guide (AFR) 66
2 Power of Persuasion (AFR) 67
1 Scion of Stygia (AFR) 70
1 Soulknife Spy (AFR) 75
1 You Find the Villains' Lair (AFR) 84
1 Djinni Windseer (AFR) 55
1 Shortcut Seeker (AFR) 73
1 Rimeshield Frost Giant (AFR) 69
1 Rogue Class (AFR) 230

Deck 3: 0-3
Thump. This white/blue/black one fell flat. Too many colors, I think. Three is hard in a 40-card deck.
1 Monk Class (AFR) 228
5 Island (AFR) 269
5 Swamp (AFR) 273
1 Triumphant Adventurer (AFR) 237
5 Plains (AFR) 265
1 Barrowin of Clan Undurr (AFR) 218
1 Evolving Wilds (AFR) 256
1 Monk of the Open Hand (AFR) 25
1 Portable Hole (AFR) 33
1 Dawnbringer Cleric (AFR) 9
1 Flumph (AFR) 15
1 Steadfast Paladin (AFR) 38
1 Celestial Unicorn (AFR) 5
2 Minimus Containment (AFR) 24
1 Half-Elf Monk (AFR) 19
1 Planar Ally (AFR) 31
1 White Dragon (AFR) 41
1 Hall of Storm Giants (AFR) 257
1 Charmed Sleep (AFR) 50
1 Guild Thief (AFR) 61
1 Silver Raven (AFR) 74
1 Wizard's Spellbook (AFR) 82
1 Arcane Investigator (AFR) 46
1 Shortcut Seeker (AFR) 73
1 Feign Death (AFR) 103
1 Shambling Ghast (AFR) 119
1 Fates' Reversal (AFR) 102
1 Baleful Beholder (AFR) 89
1 Clattering Skeletons (AFR) 93
1 Grim Bounty (AFR) 106
1 Precipitous Drop (AFR) 115

Initial impression: this looks to be a great set; I had a lot of fun.