Adventures in the Forgotten Realms

Adventures in the Forgotten Realms contains 424 cards.
Released: 2021-07-23
Base set size: 281 cards.
Fates' Reversal (Alchemy)

Fates' Reversal (Alchemy) {B}

Sorcery
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon.
A doom denied—or, perhaps, delayed.
Related cards: Dungeon of the Mad Mage Fates' Reversal Lost Mine of Phandelver Tomb of Annihilation
Precipitous Drop (Alchemy)

Precipitous Drop (Alchemy) {1}{B}

Enchantment - Aura
Enchant creature
When Precipitous Drop enters the battlefield, venture into the dungeon.
Enchanted creature gets -2/-2. It gets -5/-5 instead as long as you've completed a dungeon.
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Precipitous Drop Tomb of Annihilation Undercity
Sepulcher Ghoul (Alchemy)

Sepulcher Ghoul (Alchemy) {1}{B}

Creature - Zombie
Sacrifice another creature: Sepulcher Ghoul gets +2/+2 until end of turn. Activate only once each turn.
Ghouls devour the dead and any living creatures unwary enough to fall into their grasp.
2/2
Related card: Sepulcher Ghoul
Armory Veteran (Alchemy)

Armory Veteran (Alchemy) {1}{R}

Creature - Orc Warrior
Ward—Pay 2 life.
As long as Armory Veteran is equipped, it has menace.
2/2
Related card: Armory Veteran
Dwarfhold Champion (Alchemy)

Dwarfhold Champion (Alchemy) {1}{W}

Creature - Dwarf Warrior
Ward {1}
As long as Dwarfhold Champion is equipped, it gets +0/+2.
3/1
Related card: Dwarfhold Champion
Druid Class (Alchemy)

Druid Class (Alchemy) {1}{G}

Enchantment - Class
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.
{2}{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.
Related card: Druid Class
Ellywick Tumblestrum (Alchemy)

Ellywick Tumblestrum (Alchemy) {2}{G}{G}

Legendary Planeswalker - Ellywick
[+1]: Venture into the dungeon.
[–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.
[–6]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Loyalty:
4
Related cards: Dungeon of the Mad Mage Ellywick Tumblestrum Lost Mine of Phandelver Tomb of Annihilation
Find the Path (Alchemy)

Find the Path (Alchemy) {2}{G}

Enchantment - Aura
Enchant land
When Find the Path enters the battlefield, venture into the dungeon.
Enchanted land has "{T}: Add two mana of any one color."
Related cards: Dungeon of the Mad Mage Find the Path Lost Mine of Phandelver Tomb of Annihilation
Ochre Jelly (Alchemy)

Ochre Jelly (Alchemy) {X}{G}

Creature - Ooze
Trample
Ward {2}
Ochre Jelly enters the battlefield with X +1/+1 counters on it.
Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters on it, rounded down.
0/0
Related card: Ochre Jelly
Bruenor Battlehammer (Alchemy)

Bruenor Battlehammer (Alchemy) {2}{R}{W}

Legendary Creature - Dwarf Warrior
Each creature you control gets +2/+0 for each Equipment attached to it.
{0}: Attach target Equipment you control to target creature you control. Activate only as a sorcery and only once each turn.
5/4
Related card: Bruenor Battlehammer
Krydle of Baldur's Gate (Alchemy)

Krydle of Baldur's Gate (Alchemy) {U}{B}

Legendary Creature - Human Elf Rogue
Whenever Krydle of Baldur's Gate deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, target creature can't be blocked this turn.
1/3
Related card: Krydle of Baldur's Gate
Shessra, Death's Whisper (Alchemy)

Shessra, Death's Whisper (Alchemy) {1}{B}{G}

Legendary Creature - Human Elf Warlock
Bewitching Whispers — When Shessra, Death's Whisper enters the battlefield, target creature blocks this turn if able.
Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.
1/4
Related card: Shessra, Death's Whisper
Sorcerer Class (Alchemy)

Sorcerer Class (Alchemy) {U}{R}

Enchantment - Class
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."
{1}{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.
Related card: Sorcerer Class
Triumphant Adventurer (Alchemy)

Triumphant Adventurer (Alchemy) {W}{B}

Creature - Human Knight
Deathtouch
As long as it's your turn, Triumphant Adventurer has first strike.
Whenever Triumphant Adventurer attacks, venture into the dungeon.
2/1
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation Triumphant Adventurer
Dungeon Descent (Alchemy)

Dungeon Descent (Alchemy)

Land
{T}: Add {C}.
{1}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
Related cards: Dungeon Descent Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Plate Armor (Alchemy)

Plate Armor (Alchemy) {1}{W}

Artifact - Equipment
Equipped creature gets +3/+3 and has ward {1}.
Equip {3}. This ability costs {1} less to activate for each other Equipment you control.
Related card: Plate Armor
Demilich (Alchemy)

Demilich (Alchemy) {U}{U}{U}{U}

Creature - Skeleton Wizard
This spell costs {U} less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
4/4
Related card: Demilich
Cloister Gargoyle (Alchemy)

Cloister Gargoyle (Alchemy) {1}{W}

Artifact Creature - Gargoyle
When Cloister Gargoyle enters the battlefield, venture into the dungeon.
As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
0/3
Related cards: Cloister Gargoyle Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation Undercity
Wizard Class (Alchemy)

Wizard Class (Alchemy) {U}

Enchantment - Class
You have no maximum hand size.
{2}{U}: Level 2
When this Class becomes level 2, draw two cards.
{2}{U}: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
Related card: Wizard Class
Acererak the Archlich (Alchemy)

Acererak the Archlich (Alchemy) {2}{B}

Legendary Creature - Zombie Wizard
When Acererak the Archlich enters the battlefield, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, create a number of 2/2 black Zombie creature tokens equal to the number of opponents you have.
5/5
Related cards: Acererak the Archlich Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Dawnbringer Cleric (Alchemy)

Dawnbringer Cleric (Alchemy) {1}{W}

Creature - Human Cleric
When Dawnbringer Cleric enters the battlefield, choose one —
• Cure Wounds — You gain 2 life.
• Dispel Magic — Destroy target enchantment.
• Gentle Repose — Exile target card from a graveyard.
1/4
Related card: Dawnbringer Cleric
Death-Priest of Myrkul (Alchemy)

Death-Priest of Myrkul (Alchemy) {2}{B}{B}

Creature - Tiefling Cleric
Skeletons, Vampires, and Zombies you control get +1/+1.
At the beginning of your end step, if a creature died this turn, create a 1/1 black Skeleton creature token.
"The Reaper bids you rise!"
3/3
Related card: Death-Priest of Myrkul
+2 Mace

+2 Mace {1}{W}

Artifact - Equipment
Equipped creature gets +2/+2.
Equip {3}
The weight of this magic weapon falls heavy on the wicked.
Arborea Pegasus

Arborea Pegasus {3}{W}

Creature - Pegasus
Flying
When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
The noble steeds of the elven gods can sometimes be persuaded to allow mere mortals on their backs.
2/3
Blink Dog

Blink Dog {2}{W}

Creature - Dog
Double strike
Teleport{3}{W}: Blink Dog phases out.
Blink dogs protect the wild places of the world, driving away evil influences.
1/1