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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Price: £9.9
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Description

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. 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. 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: More interesting than Ezuri, though, is Momir Vig, Simic Visionary. This commander wants you to run a lot of multicolored cards, so that each one you cast can put another on into your hand. Since most Elves are only green, you will often end up tutoring a card to the top of your library.

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. 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 OutPowerful and varied synergies between the cards. A decent number of good tutors. Good mana curve. Has an efficient and consistent way to win on turns 10-12 (level 7) or 7-9 (level 8). Some social rules — like no mass land destruction, no consistent combo wins — still exist. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. The 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!

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 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! With these spells, you should be able to protect your one creature long enough to finish your opponents off. Auras These are repeatable effects that let you choose what goes on top of your library, and thereby plan your Miracles accordingly.

Tenets of DevotionThough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. 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.

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: 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. Aura of Courage will synergise very effectively because Galea promises two things once she’s on the Battlefield – the ability to look and cast Equipment cards right off the top of your Library, and getting a free equip when it enters the Battlefield. That’s two busted abilities with no conditions and can grow your board state super fast.If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. 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. Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. Oath SpellsEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.



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