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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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. 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. 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! 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.

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 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. 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.

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. There are a couple other notable Knights that don’t really fit into any of the above categories. They are simply powerful cards that happen to be Knights. I feel like they would round out a tribal Knights build really well: Sacred OathWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. 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

These are repeatable effects that let you choose what goes on top of your library, and thereby plan your Miracles accordingly. SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. You look down to see your sword securely fastened to your belt. A faint light is leaking from its sheath. You draw it high above your head and see that the light is radiating from the blade itself. As it shines on each of your faces, you feel your courage return. Holding the weapon ahead of yourself, you lead the party onward: to their triumph or to their demise. Cleansing TouchBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

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 . 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:

Commander: Equipment / Aura (Updated) Commander: Equipment / Aura (Updated) Commander: Equipment / Aura (Updated) Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. 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 ElvesThe mechanics are where this new set really shines, though. Along with a lot of Dragons, Dungeons make an appearance as a brand new mechanic. Every player has access to the 3 Dungeon cards, based on some of the most historic dungeons in the series history. Dungeon of the Mad Mage, Lost Mine of Phandelver and Tomb of Annihilation can be “ventured into” by certain cards. Just like in DnD, they scale in “difficulty” with Tomb of Annihilation dealing nothing but negatives to yourself until you finish it! 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. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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.

The precon also comes with some smashing reprints, particularly cards that were in desperate need of one. Along with hits like Sword of the Animist, we also get: 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: For 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. Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.



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