674
7/11/2023
D&D Adventuring Parties WUBRG
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $304.27
Salt Sum: 23.04
674
7/11/2023
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

Commander

Quantity: 1Price: $2.99
Jodah, the Unifier

Legendary creatures you control get +X/+X, where X is the number of legendary creatures you control. Whenever you cast a legendary spell from your hand, exile cards from the top of your library until you exile a legendary nonland card with lesser mana value. You may cast that card without paying its mana cost. Put the rest on the bottom of your library in a random order.

Creature
Jodah, the Unifier (dmu) 203
1

Adventure Locations

Quantity: 36Price: $43.46
Baldur's Gate

{T}: Add {C}. {2}, {T}: Add X mana of any one color, where X is the number of other Gates you control.

Land
Baldur's Gate (clb) 345
1
Basilisk Gate

{T}: Add {C}. {2}, {T}: Target creature gets +X/+X until end of turn, where X is the number of Gates you control. Activate only as a sorcery.

Land
Basilisk Gate (clb) 346
1
Black Dragon Gate

Black Dragon Gate enters the battlefield tapped. As Black Dragon Gate enters the battlefield, choose a color other than black. {T}: Add {B} or one mana of the chosen color.

Land
Black Dragon Gate (clb) 347
1
Cave of the Frost Dragon

If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped. {T}: Add {W}. {4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.

Land
Cave of the Frost Dragon (afr) 253
1
Citadel Gate

Citadel Gate enters the battlefield tapped. As Citadel Gate enters the battlefield, choose a color other than white. {T}: Add {W} or one mana of the chosen color.

Land
Citadel Gate (clb) 349
1
Cliffgate

Cliffgate enters the battlefield tapped. As Cliffgate enters the battlefield, choose a color other than red. {T}: Add {R} or one mana of the chosen color.

Land
Cliffgate (clb) 350
1
Den of the Bugbear

If you control two or more other lands, Den of the Bugbear enters the battlefield tapped. {T}: Add {R}. {3}{R}: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.

Land
Den of the Bugbear (afr) 254
1
Dungeon Descent

Dungeon Descent enters the battlefield tapped. {T}: Add {C}. {4}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

Land
Dungeon Descent (afr) 255
1
Forest

({T}: Add {G}.)

Land
Forest (mom) 281
3
Gond Gate

Gates you control enter the battlefield untapped. {T}: Add {C}. {T}: Add one mana of any color that a Gate you control could produce.

Land
Gond Gate (clb) 353
1
Grand Coliseum

Grand Coliseum enters the battlefield tapped. {T}: Add {C}. {T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.

Land
Grand Coliseum (c16) 299
1
Hall of Storm Giants

If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped. {T}: Add {U}. {5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)

Land
Hall of Storm Giants (afr) 257
1
Heap Gate

{T}: Add {C}. {1}, {T}: Add one mana of any color. {1}, {T}, Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Land
Heap Gate (clb) 354
1
Hive of the Eye Tyrant

If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped. {T}: Add {B}. {3}{B}: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.

Land
Hive of the Eye Tyrant (afr) 258
1
Island

({T}: Add {U}.)

Land
Island (mom) 278
3
Kher Keep

{T}: Add {C}. {1}{R}, {T}: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.

Land
Kher Keep (moc) 411
1
Lair of the Hydra

If you control two or more other lands, Lair of the Hydra enters the battlefield tapped. {T}: Add {G}. {X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.

Land
Lair of the Hydra (afr) 259
1
Manor Gate

Manor Gate enters the battlefield tapped. As Manor Gate enters the battlefield, choose a color other than green. {T}: Add {G} or one mana of the chosen color.

Land
Manor Gate (clb) 356
1
Mountain

({T}: Add {R}.)

Land
Mountain (mom) 280
3
Plains

({T}: Add {W}.)

Land
Plains (mom) 277
3
Port of Karfell

Port of Karfell enters the battlefield tapped. {T}: Add {U}. {3}{U}{B}{B}, {T}, Sacrifice Port of Karfell: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)

Land
Port of Karfell (clb) 908
1
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (moc) 421
1
Sea Gate

Sea Gate enters the battlefield tapped. As Sea Gate enters the battlefield, choose a color other than blue. {T}: Add {U} or one mana of the chosen color.

Land
Sea Gate (clb) 359
1
Swamp

({T}: Add {B}.)

Land
Swamp (mom) 279
3
Temple of the Dragon Queen

As Temple of the Dragon Queen enters the battlefield, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters the battlefield tapped unless you revealed a Dragon card this way or you control a Dragon. As Temple of the Dragon Queen enters the battlefield, choose a color. {T}: Add one mana of the chosen color.

Land
Temple of the Dragon Queen (afr) 260
1
Treasure Vault

{T}: Add {C}. {X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens.

Artifact Land
Treasure Vault (afr) 261
1

Adventures

Quantity: 16Price: $5.78
Choose Your Weapon

Choose one — • Two-Weapon Fighting — Double target creature's power and toughness until end of turn. • Archery — This spell deals 5 damage to target creature with flying.

Instant
Choose Your Weapon (afr) 175
1
You Come to a River

Choose one — • Fight the Current — Return target nonland permanent to its owner's hand. • Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.

Instant
You Come to a River (afr) 83
1
You Come to the Gnoll Camp

Choose one — • Intimidate Them — Up to two target creatures can't block this turn. • Fend Them Off — Target creature gets +3/+1 until end of turn.

Instant
You Come to the Gnoll Camp (afr) 168
1
You Find a Cursed Idol

Choose one — • Smash It — Destroy target artifact. • Lift the Curse — Destroy target enchantment. • Steal Its Eyes — Create a Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.)

Sorcery
You Find a Cursed Idol (afr) 213
1
You Find Some Prisoners

Choose one — • Break Their Chains — Destroy target artifact. • Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.

Instant
You Find Some Prisoners (afr) 169
1
You Find the Villains' Lair

Choose one — • Foil Their Scheme — Counter target spell. • Learn Their Secrets — Draw two cards, then discard two cards.

Instant
You Find the Villains' Lair (afr) 84
1
You Happen On a Glade

Choose one — • Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • Make Camp — Return target permanent card from your graveyard to your hand.

Instant
You Happen On a Glade (afr) 214
1
You Hear Something on Watch

Choose one — • Rouse the Party — Creatures you control get +1/+1 until end of turn. • Set Off Traps — This spell deals 5 damage to target attacking creature.

Instant
You Hear Something on Watch (afr) 42
1
You Look Upon the Tarrasque

Choose one — • Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn. • Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.

Instant
You Look Upon the Tarrasque (clb) 262
1
You Meet in a Tavern

Choose one — • Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. • Start a Brawl — Creatures you control get +2/+2 until end of turn.

Sorcery
You Meet in a Tavern (clb) 263
1
You See a Guard Approach

Choose one — • Distract the Guard — Tap target creature. • Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Instant
You See a Guard Approach (afr) 85
1
You See a Pair of Goblins

Choose one — • Charge Them — Creatures you control get +2/+0 until end of turn. • Befriend Them — Create two 1/1 red Goblin creature tokens.

Instant
You See a Pair of Goblins (afr) 170
1
You're Ambushed on the Road

Choose one — • Make a Retreat — Return target creature you control to its owner's hand. • Stand and Fight — Target creature gets +1/+3 until end of turn.

Instant
You're Ambushed on the Road (afr) 43
1
You're Confronted by Robbers

Choose one — • Stall for Time — Tap up to three target creatures. • Call for Aid — Create three 1/1 white Soldier creature tokens.

Instant
You're Confronted by Robbers (clb) 53
1
You've Been Caught Stealing

Choose one — • Threaten the Merchant — Each creature blocks this turn if able. • Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Sorcery
You've Been Caught Stealing (clb) 211
1
Your Temple Is Under Attack

Choose one — • Pray for Protection — Creatures you control gain indestructible until end of turn. • Strike a Deal — You and target opponent each draw two cards.

Instant
Your Temple Is Under Attack (clb) 52
1

Adventures in the Forgotten Realms

Quantity: 4Price: $2.62
Ellywick Tumblestrum

+1: Venture into the dungeon. (Enter the first room or advance to the next room.) −2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order. −7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."

Planeswalker
Ellywick Tumblestrum (afr) 181
1
Hama Pashar, Ruin Seeker

Room abilities of dungeons you own trigger an additional time.

Creature
Hama Pashar, Ruin Seeker (afr) 224
1
Nadaar, Selfless Paladin

Vigilance Whenever Nadaar, Selfless Paladin enters the battlefield or attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Other creatures you control get +1/+1 as long as you've completed a dungeon.

Creature
Nadaar, Selfless Paladin (afr) 27
1
Varis, Silverymoon Ranger

Reach, ward {1} Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Whenever you complete a dungeon, create a 2/2 green Wolf creature token.

Creature
Varis, Silverymoon Ranger (afr) 209
1

Character Abilities

Quantity: 2Price: $0.70
Find the Path

Enchant land When 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}."

Enchantment
Find the Path (afr) 183
1
Fly

Enchant creature Enchanted 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.)

Enchantment
Fly (afr) 59
1

Character Classes

Quantity: 9Price: $13.97
Barbarian Class

(Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. {1}{R}: Level 2 Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. {2}{R}: Level 3 Creatures you control have haste.

Enchantment
Barbarian Class (afr) 131
1
Bard Class

(Gain the next level as a sorcery to add its ability.) Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them. {R}{G}: Level 2 Legendary spells you cast cost {R}{G} less to cast. This effect reduces only the amount of colored mana you pay. {3}{R}{G}: Level 3 Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.

Enchantment
Bard Class (afr) 217
1
Druid Class

(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land enters the battlefield under your control, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Enchantment
Druid Class (afr) 180
1
Paladin Class

(Gain the next level as a sorcery to add its ability.) Spells your opponents cast during your turn cost {1} more to cast. {2}{W}: Level 2 Creatures you control get +1/+1. {4}{W}: Level 3 Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.

Enchantment
Paladin Class (afr) 29
1
Ranger Class

(Gain the next level as a sorcery to add its ability.) When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token. {1}{G}: Level 2 Whenever you attack, put a +1/+1 counter on target attacking creature. {3}{G}: Level 3 You may look at the top card of your library any time. You may cast creature spells from the top of your library.

Enchantment
Ranger Class (afr) 202
1
Rogue Class

(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. {1}{U}{B}: Level 2 Creatures you control have menace. {2}{U}{B}: Level 3 You may play cards exiled with Rogue Class, and you may spend mana as though it were mana of any color to cast those spells.

Enchantment
Rogue Class (afr) 230
1
Sorcerer Class

(Gain the next level as a sorcery to add its ability.) When Sorcerer Class enters the battlefield, draw two cards, then discard two cards. {U}{R}: Level 2 Creatures you control have "{T}: Add {U} or {R}. Spend this mana only to cast an instant or sorcery spell or to gain a Class level." {3}{U}{R}: Level 3 Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.

Enchantment
Sorcerer Class (afr) 233
1
Warlock Class

(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. {1}{B}: Level 2 When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. {6}{B}: Level 3 At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)

Enchantment
Warlock Class (afr) 125
1
Wizard Class

(Gain the next level as a sorcery to add its ability.) You have no maximum hand size. {2}{U}: Level 2 When this Class becomes level 2, draw two cards. {4}{U}: Level 3 Whenever you draw a card, put a +1/+1 counter on target creature you control.

Enchantment
Wizard Class (afr) 81
1

Character Equipment

Quantity: 12Price: $24.26
Beamtown Beatstick

Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever equipped creature deals combat damage to a player or battle, create a Treasure token. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Beamtown Beatstick (mom) 131
1
Druidic Satchel

{2}, {T}: Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.

Artifact
Druidic Satchel (c21) 241
1
Instrument of the Bards

At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. {3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.

Artifact
Instrument of the Bards (afr) 190
1
Paladin's Shield

Flash When Paladin's Shield enters the battlefield, attach it to target creature you control. Equipped creature gets +0/+2. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Paladin's Shield (afr) 30
1
Ranger's Longbow

Equipped creature gets +2/+1 and has reach. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Ranger's Longbow (afr) 203
1
Sword of Hours

Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Sword of Hours (afc) 61
1
Sword of the Animist

Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}

Artifact
Sword of the Animist (afc) 218
1
Sword of Vengeance

Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip {3}

Artifact
Sword of Vengeance (nec) 164
1
Thieves' Tools

When Thieves' Tools enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Thieves' Tools (clb) 152
1
Two-Handed Axe

Artifact
Two-Handed Axe // Sweeping Cleave (clb) 203
1
Wand of Wonder

{4}, {T}: Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs. 1—9 | X is one. 10—19 | X is two. 20 | X is three.

Artifact
Wand of Wonder (clb) 204
1
Wizard's Spellbook

{T}: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery. 1—9 | Copy that card. You may cast the copy. 10—19 | Copy that card. You may cast the copy by paying {1} rather than paying its mana cost. 20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.

Artifact
Wizard's Spellbook (afr) 82
1

Commander Gang

Quantity: 4Price: $17.96
Galea, Kindler of Hope

Vigilance You may look at the top card of your library any time. You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters the battlefield, attach it to target creature you control."

Creature
Galea, Kindler of Hope (afc) 1
1
Prosper, Tome-Bound

Deathtouch Mystic Arcanum — At the beginning of your end step, exile the top card of your library. Until the end of your next turn, you may play that card. Pact Boon — Whenever you play a card from exile, create a Treasure token.

Creature
Prosper, Tome-Bound (afc) 2
1
Sefris of the Hidden Ways

Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.

Creature
Sefris of the Hidden Ways (afc) 3
1
Vrondiss, Rage of Ancients

Enrage — Whenever Vrondiss, Rage of Ancients is dealt damage, you may create a 5/4 red and green Dragon Spirit creature token with "When this creature deals damage, sacrifice it." Whenever you roll one or more dice, you may have Vrondiss deal 1 damage to itself.

Creature
Vrondiss, Rage of Ancients (afc) 4
1

DM's Tools

Quantity: 2Price: $1.48
Heroes' Podium

Each legendary creature you control gets +1/+1 for each other legendary creature you control. {X}, {T}: Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Artifact
Heroes' Podium (dmc) 185
1
Maelstrom Nexus

The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)

Enchantment
Maelstrom Nexus (dmc) 159
1

Honour Among Thieves

Quantity: 6Price: $151.94
Doric, Nature's Warden

Creature
Doric, Nature's Warden // Doric, Owlbear Avenger (sld) 1241Doric, Nature's Warden // Doric, Owlbear Avenger (sld) 1241
1
Edgin, Larcenous Lutenist

Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you cast your second spell each turn, goad target creature an opponent controls.

Creature
Edgin, Larcenous Lutenist (sld) 1242
1
Forge, Neverwinter Charlatan

Menace Ward—Sacrifice a creature. Forge, Neverwinter Charlatan gets +2/+0 for each Treasure you control. Whenever one or more players sacrifice one or more creatures, you create a tapped Treasure token. This ability triggers only once each turn.

Creature
Forge, Neverwinter Charlatan (sld) 1239
1
Holga, Relentless Rager

Haste Holga, Relentless Rager must be blocked if able. Whenever Holga attacks, each creature you control attacking a player gets +1/+0 until end of turn for each creature that player controls.

Creature
Holga, Relentless Rager (sld) 1240
1
Simon, Wild Magic Sorcerer

Whenever you cast an instant or sorcery spell with mana value 3 or greater, roll a d20. 1-9 | Each player draws a card. 10-19 | You draw a card. 20 | Copy that spell. You may choose new targets for the copy.

Creature
Simon, Wild Magic Sorcerer (sld) 1238
1
Xenk, Paladin Unbroken

Double strike Auras you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)

Creature
Xenk, Paladin Unbroken (sld) 1237
1

Random Encounter Generator

Quantity: 8Price: $5.58
Adventurous Impulse

Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Sorcery
Adventurous Impulse (j22) 627
1
Bushwhack

Choose one — • Search your library for a basic land card, reveal it, put it into your hand, then shuffle. • Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Sorcery
Bushwhack (bro) 174
1
Commune with Spirits

Look at the top four cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Sorcery
Commune with Spirits (neo) 180
1
Explore the Underdark

Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.

Sorcery
Explore the Underdark (clb) 232
1
Fertilid's Favor

Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put two +1/+1 counters on up to one target artifact or creature.

Instant
Fertilid's Favor (mom) 186
1
Mulch

Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.

Sorcery
Mulch (vow) 210
1
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (dmr) 170
1
Slimefoot's Survey

Domain — Search your library for up to two land cards that each have a basic land type, put them onto the battlefield tapped, then shuffle. Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to one of them on top of your library and the rest on the bottom of your library in a random order.

Sorcery
Slimefoot's Survey (dmu) 178
1

Sideboard

Quantity: 9Price: $13.01
Caves of Chaos Adventurer

Trample When Caves of Chaos Adventurer enters the battlefield, you take the initiative. Whenever Caves of Chaos Adventurer attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.

Creature
Caves of Chaos Adventurer (clb) 167
1
Cleric Class

(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.

Enchantment
Cleric Class (afr) 6
1
Fighter Class

(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 2 Equip abilities you activate cost {2} less to activate. {3}{R}{W}: Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.

Enchantment
Fighter Class (afr) 222
1
Monk Class

(Gain the next level as a sorcery to add its ability.) The second spell you cast each turn costs {1} less to cast. {W}{U}: Level 2 When this Class becomes level 2, return up to one target nonland permanent to its owner's hand. {1}{W}{U}: Level 3 At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."

Enchantment
Monk Class (afr) 228
1
Ravenloft Adventurer

When Ravenloft Adventurer enters the battlefield, you take the initiative. If a creature an opponent controls would die, instead exile it and put a hit counter on it. Whenever Ravenloft Adventurer attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.

Creature
Ravenloft Adventurer (clb) 142
1
Tomb of Horrors Adventurer

When Tomb of Horrors Adventurer enters the battlefield, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)

Creature
Tomb of Horrors Adventurer (clb) 100
1
Triumphant Adventurer

Deathtouch As long as it's your turn, Triumphant Adventurer has first strike. Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.)

Creature
Triumphant Adventurer (afr) 237
1
Undermountain Adventurer

Vigilance When Undermountain Adventurer enters the battlefield, you take the initiative. {T}: Add {G}{G}. If you've completed a dungeon, add six {G} instead.

Creature
Undermountain Adventurer (clb) 260
1
White Plume Adventurer

When White Plume Adventurer enters the battlefield, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.

Creature
White Plume Adventurer (clb) 49
1

Maybeboard

Quantity: 10Price: $18.90
Quest for Ancient Secrets

Whenever a card is put into your graveyard from anywhere, you may put a quest counter on Quest for Ancient Secrets. Remove five quest counters from Quest for Ancient Secrets and sacrifice it: Target player shuffles their graveyard into their library.

Enchantment
Quest for Ancient Secrets (zen) 59
1
Quest for Pure Flame

Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame. Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.

Enchantment
Quest for Pure Flame (zen) 144
1
Quest for Renewal

Whenever a creature you control becomes tapped, you may put a quest counter on Quest for Renewal. As long as there are four or more quest counters on Quest for Renewal, untap all creatures you control during each other player's untap step.

Enchantment
Quest for Renewal (wwk) 110
1
Quest for the Gemblades

Whenever a creature you control deals combat damage to a creature, you may put a quest counter on Quest for the Gemblades. Remove a quest counter from Quest for the Gemblades and sacrifice it: Put four +1/+1 counters on target creature.

Enchantment
Quest for the Gemblades (zen) 177
1
Quest for the Goblin Lord

Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord. As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.

Enchantment
Quest for the Goblin Lord (wwk) 86
1
Quest for the Gravelord

Whenever a creature dies, you may put a quest counter on Quest for the Gravelord. Remove three quest counters from Quest for the Gravelord and sacrifice it: Create a 5/5 black Zombie Giant creature token.

Enchantment
Quest for the Gravelord (plst) BBD-156
1
Quest for the Holy Relic

Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic. Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.

Enchantment
Quest for the Holy Relic (plst) ZEN-33
1
Quest for the Nihil Stone

Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone. At the beginning of each opponent's upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, you may have that player lose 5 life.

Enchantment
Quest for the Nihil Stone (plst) WWK-64
1
Quest for Ula's Temple

At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on Quest for Ula's Temple. At the beginning of each end step, if there are three or more quest counters on Quest for Ula's Temple, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.

Enchantment
Quest for Ula's Temple (wwk) 35
1
Side Quest

Target player in an Un-game you can see from your seat gains control of target creature you control until your next turn. At the beginning of your next upkeep, put two +1/+1 counters on that creature. (A creature is on the battlefield of only the game its controller is playing.)

Sorcery
Side Quest (ust) 23
1

Tokens & Extras

Quantity: 26Price: $20.52
Dragon Spirit

When this creature deals damage, sacrifice it.

Creature Token
Dragon Spirit (tafc) 9
4
Dungeon of the Mad Mage

Yawning Portal — You gain 1 life. (Leads to: Dungeon Level) Dungeon Level — Scry 1. (Leads to: Goblin Bazaar, Twisted Caverns) Goblin Bazaar — Create a Treasure token. (Leads to: Lost Level) Twisted Caverns — Target creature can't attack until your next turn. (Leads to: Lost Level) Lost Level — Scry 2. (Leads to: Runestone Caverns, Muiral's Graveyard) Runestone Caverns — Exile the top two cards of your library. You may play them. (Leads to: Deep Mines) Muiral's Graveyard — Create two 1/1 black Skeleton creature tokens. (Leads to: Deep Mines) Deep Mines — Scry 3. (Leads to: Mad Wizard's Lair) Mad Wizard's Lair — Draw three cards and reveal them. You may cast one of them without paying its mana cost.

Dungeon
Dungeon of the Mad Mage (tafr) 20
1
Ellywick Tumblestrum Emblem

Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed.

Emblem
Ellywick Tumblestrum Emblem (tafr) 16
1
Goblin

Creature Token
Goblin (tmoc) 24
3
Kobolds of Kher Keep

Creature Token
Kobolds of Kher Keep (tmoc) 27
3
Lost Mine of Phandelver

Cave Entrance — Scry 1. (Leads to: Goblin Lair, Mine Tunnels) Goblin Lair — Create a 1/1 red Goblin creature token. (Leads to: Storeroom, Dark Pool) Mine Tunnels — Create a Treasure token. (Leads to: Dark Pool, Fungi Cavern) Storeroom — Put a +1/+1 counter on target creature. (Leads to: Temple of Dumathoin) Dark Pool — Each opponent loses 1 life and you gain 1 life. (Leads to: Temple of Dumathoin) Fungi Cavern — Target creature gets -4/-0 until your next turn. (Leads to: Temple of Dumathoin) Temple of Dumathoin — Draw a card.

Dungeon
Lost Mine of Phandelver (tafr) 21
1
Saproling

Creature Token
Saproling (tdmr) 11
3
Soldier

Creature Token
Soldier (tmoc) 8
3
Tomb of Annihilation

Trapped Entry — Each player loses 1 life. (Leads to: Veils of Fear, Oubliette) Veils of Fear — Each player loses 2 life unless they discard a card. (Leads to: Sandfall Cell) Sandfall Cell — Each player loses 2 life unless they sacrifice a creature, artifact, or land. (Leads to: Cradle of the Death God) Oubliette — Discard a card and sacrifice a creature, an artifact, and a land. (Leads to: Cradle of the Death God) Cradle of the Death God — Create The Atropal, a legendary 4/4 black God Horror creature token with deathtouch.

Dungeon
Tomb of Annihilation (tafr) 22
1
Treasure

{T}, Sacrifice this artifact: Add one mana of any color.

Artifact Token
Treasure (tmom) 20
1
Undercity

Dungeon
Undercity // The Initiative (tclb) 20Undercity // The Initiative (tclb) 20
1
Wolf

Creature Token
Wolf (t30a) 9
4

Deck Stats

Deck extras (0)
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs

Description

No description yet.

Unable to load comments