Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Instant
Rarity:
Common
Cost:
{B}
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."
A drastic measure for dangerous times.
Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Creature — Gnome Warlock
Rarity:
Uncommon
Cost:
{2}{U}
Whenever you roll one or more dice, create a 1/1 blur Faerie Dragon creature token with flying.
Unlike most warlocks, those who make pacts with archfey are drawn to pranks and whimsy moreso than death and darkness.
Set: Dungeons & Dragons: Adventures in the Forgotten Realms Type: Artifact Rarity: Uncommon Cost: {1} Climb Over — {T}: Target Wall can't block this turn.Tie Up — {3}, {T}: Target creature doesn't untap during its controller's next untap step.Rappel Down — {4}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the...
Set: Dungeons & Dragons: Adventures in the Forgotten Realms Type: Enchantment — Class Rarity: Rare Cost: {R}{W} (Gain the Next level as a sorcery to add its ability.)When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.{1}{R}{W}: Level 2Equip abilities you activate cost {2} less to activate.{3}{R}{W}: Level...
Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Enchantment — Aura
Rarity:
Common
Cost:
{2}{G}
Enchant landWhen Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)Enchanted land has "{T}: Add {G}{G}."
Set: Dungeons & Dragons: Adventures in the Forgotten Realms Type: Creature — Skeleton Rarity: Mythic Cost: {1}{R}{R} FlyingFlameskull can't block. Rejuvenation — When Flameskull dies, exile it. If you do, exile the top card of your library. Until te end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play...
Set: Dungeons & Dragons: Adventures in the Forgotten Realms Type: Creature — Skeleton Rarity: Mythic Cost: {1}{R}{R} FlyingFlameskull can't block. Rejuvenation — When Flameskull dies, exile it. If you do, exile the top card of your library. Until te end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play...
Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Creature — Jellyfish
Rarity:
Rare
Cost:
{1}{W}
Defender, flyingWhenever Flumph is dealt damage, you and target opponent each draw a card.
Flumphs siphon thoughts and energy from evil aberrations, and are often eager to share the dark knowledge they obtain with friendly adventurers.
Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Creature — Jellyfish
Rarity:
Rare
Cost:
{1}{W}
Defender, flyingWhenever Flumph is dealt damage, you and target opponent each draw a card.
Flumphs siphon thoughts and energy from evil aberrations, and are often eager to share the dark knowledge they obtain with friendly adventurers.
Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Enchantment — Aura
Rarity:
Uncommon
Cost:
{U}
Enchant creatureEnchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Basic Land — Forest
Rarity:
Common
{T}: Add {G}.
As the sun reaches its zenith on the day of the solstice, a castle shimmers into view on the hilltop, just as the ancient text predicted
Set:
Dungeons & Dragons: Adventures in the Forgotten Realms
Type:
Basic Land — Forest
Rarity:
Common
{T}: Add {G}.
As you venture deeper under the boughs of Neverwinter Wood, arrows in a tree trunk suggest you might not be welcome.