Adventures in the Forgotten Realms

AFR · 402 cards · Released

Ellywick Tumblestrum
Legendary Planeswalker — Ellywick

[+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."

Loyalty: 4
Elturgard Ranger
Creature — Human Elf Ranger

Reach

When this creature enters, create a 2/2 green Wolf creature token.

Since the fall of Elturel, they've walked the Sword Coast from Tethyr to Icewind Dale, eyes always on their prey.

4/1
Find the Path
Enchantment — Aura

Enchant land

When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.)

Enchanted land has ": Add ."

Froghemoth
Creature — Frog Horror

Trample, haste

Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.

4/4
Gnoll Hunter
Creature — Gnoll

Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on this creature.

Yipping and cackling, the hunters tore through the village, leaving nothing but snapped bones and burning homes in their wake.

2/2
Green Dragon
Creature — Dragon

Flying

Poison Breath — When this creature enters, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.

Green dragons take special pleasure in corrupting the good-hearted.

4/4
Hill Giant Herdgorger
Creature — Giant

When this creature enters, you gain 3 life.

A shepherd's crook is useful for cleaning bits of wool out of the teeth.

7/6
Hunter's Mark
Instant

This spell costs less to cast if it targets a blue permanent you don't control.

This spell can't be countered.

Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.

Inspiring Bard
Creature — Elf Bard

When this creature enters, choose one —

• Bardic Inspiration — Target creature gets +2/+2 until end of turn.

• Song of Rest — You gain 3 life.

"Wake up, my friends! There are deeds to be done and treasures to be won!"

3/3
Instrument of the Bards
Legendary Artifact

At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.

, : 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.

Intrepid Outlander
Creature — Orc Ranger

Reach

Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)

2/3
Loathsome Troll
Creature — Troll

: Roll a d20. Activate only if this card is in your graveyard.

1—9 | Put this card on top of your library.

10—19 | Return this card to your hand.

20 | Return this card to the battlefield tapped.

6/2
Long Rest
Sorcery

Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.

A job well done means a rest well earned.

Lurking Roper
Creature — Horror

This creature doesn't untap during your untap step.

Whenever you gain life, untap this creature.

"You see, stalac-tites grow down from the ceiling, while stalag-*mites* reach—AAHHHHHHHHH—"

4/5
Neverwinter Dryad
Creature — Dryad

, Sacrifice this creature: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle.

Its life force entwined with its tree, a dryad is an elusive and solitary being that wishes only to be left alone.

1/1
Ochre Jelly
Creature — Ooze

Trample

This creature enters with X +1/+1 counters on it.

Split — When this creature 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 with half that many +1/+1 counters on it, rounded down.

0/0
Old Gnawbone
Legendary Creature — Dragon

Flying

Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.

The ancient green dragon Claugiyliamatar is often seen with a mangled corpse dangling from her mouth.

7/7
Owlbear
Creature — Bird Bear

Trample

Keen Senses — When this creature enters, draw a card.

Many people believe a misguided wizard created the first owlbear, but others insist that these creatures have always dwelled in the Feywild.

4/4
Plummet
Instant

Destroy target creature with flying.

The dragon's noxious breath withered the forest. The whistle of a hundred arrows filled the air. The ground roiled as if shaken by an earthquake. The tyrant fell from the sky.

Prosperous Innkeeper
Creature — Halfling Citizen

When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")

Whenever another creature you control enters, you gain 1 life.

1/1
Purple Worm
Creature — Worm

This spell costs less to cast if a creature died this turn.

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

Underground civilizations maintain magical barriers around their settlements to deter these monsters.

8/7
Ranger Class
Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

When this Class enters, create a 2/2 green Wolf creature token.

: Level 2

Whenever you attack, put a +1/+1 counter on target attacking creature.

: 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.

Ranger's Longbow
Artifact — Equipment

Equipped creature gets +2/+1 and has reach.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

With the right weapon, a fearsome beholder is nothing more than a big floating bullseye.

Scaled Herbalist
Creature — Lizard Druid

: You may put a land card from your hand onto the battlefield.

"I could help you, or I could eat you for lunch. I haven't decided yet."

1/3
Spoils of the Hunt
Instant

Target creature you control gets +1/+0 until end of turn for each mana from a Treasure that was spent to cast this spell. Then that creature deals damage equal to its power to target creature an opponent controls.

"Every coin helps rebuild the town they destroyed."

Sylvan Shepherd
Creature — Human Druid

Vigilance

Whenever this creature attacks, roll a d20.

1—9 | You gain 1 life.

10—19 | You gain 2 life.

20 | You gain 5 life.

2/3
The Tarrasque
Legendary Creature — Dinosaur

The Tarrasque has haste and ward as long as it was cast.

Whenever The Tarrasque attacks, it fights target creature defending player controls.

When it rises, nations fall.

10/10
Underdark Basilisk
Creature — Basilisk

Deathtouch

"See how the statues all have chunks bitten out of them? We're dealing with a basilisk, or I'm a froghemoth."

—Larissa Kyriln, learned warlock

1/2
Varis, Silverymoon Ranger
Legendary Creature — Human Elf Ranger

Reach, ward

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.

3/3
Wandering Troubadour
Creature — Dragon Bard

At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)

"There's a new ballad waiting to be born around every corner."

4/2
Werewolf Pack Leader
Creature — Human Werewolf

Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.

: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.

3/3
Wild Shape
Instant

Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability.

• 1/3 Turtle with hexproof.

• 1/5 Spider with reach.

• 3/3 Elephant with trample.

You Find a Cursed Idol
Sorcery

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.)

You Happen On a Glade
Instant

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.

You Meet in a Tavern
Sorcery

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.

Adult Gold Dragon
Creature — Dragon

Flying, lifelink, haste

Gold dragons are the greatest of the metallic dragons in size, power, and wisdom, and often take it upon themselves to safeguard mortal communities from evils that might threaten them.

4/3
Bard Class
Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

Legendary creatures you control enter with an additional +1/+1 counter on them.

: Level 2

Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.

: Level 3

Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.

Barrowin of Clan Undurr
Legendary Creature — Dwarf Cleric

When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.)

Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.

3/3
Bruenor Battlehammer
Legendary Creature — Dwarf Warrior

Each creature you control gets +2/+0 for each Equipment attached to it.

You may pay rather than pay the equip cost of the first equip ability you activate each turn.

"Knew I'd find ye in trouble if I came out an' looked for ye!"

5/3
Drizzt Do'Urden
Legendary Creature — Elf Ranger

Double strike

When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.

Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.

3/3
Farideh, Devil's Chosen
Legendary Creature — Tiefling Warlock

Dark One's Own Luck — Whenever you roll one or more dice, Farideh gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.

"A pact is a tool, not a damnation."

3/3
Fighter Class
Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

: Level 2

Equip abilities you activate cost less to activate.

: Level 3

Whenever a creature you control attacks, up to one target creature blocks it this combat if able.

Gretchen Titchwillow
Legendary Creature — Halfling Druid

: Draw a card. You may put a land card from your hand onto the battlefield.

"Plant what you wish to see grow. Listen for the stories you want to hear told."

0/4
Hama Pashar, Ruin Seeker
Legendary Creature — Human Wizard

Room abilities of dungeons you own trigger an additional time.

"Someone took the time to carve these inscriptions. The least we can do is care enough to read them."

2/3
Kalain, Reclusive Painter
Legendary Creature — Human Elf Bard

When Kalain enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")

Other creatures you control enter with an additional +1/+1 counter on them for each mana from a Treasure spent to cast them.

1/2
Krydle of Baldur's Gate
Legendary Creature — Human Elf Rogue

Whenever Krydle 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, you may pay . If you do, target creature can't be blocked this turn.

1/3
Minsc, Beloved Ranger
Legendary Creature — Human Ranger

When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.

: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery.

3/3
Monk Class
Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

The second spell you cast each turn costs less to cast.

: Level 2

When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.

: 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."

Orcus, Prince of Undeath
Legendary Creature — Demon

Flying, trample

When Orcus enters, choose one —

• Each other creature gets -X/-X until end of turn. You lose X life.

• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn.

5/3
Rogue Class
Enchantment — 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.

: Level 2

Creatures you control have menace.

: Level 3

You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.

Shessra, Death's Whisper
Legendary Creature — Human Elf Warlock

Bewitching Whispers — When Shessra enters, 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.

1/3
Skeletal Swarming
Enchantment

Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.

At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.

Sorcerer Class
Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

When this Class enters, draw two cards, then discard two cards.

: Level 2

Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."

: 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.

Targ Nar, Demon-Fang Gnoll
Legendary Creature — Gnoll

Pack tactics — Whenever Targ Nar attacks, if you attacked with creatures with total power 6 or greater this combat, attacking creatures get +1/+0 until end of turn.

: Double Targ Nar's power and toughness until end of turn.

2/2
Tiamat
Legendary Creature — Dragon God

Flying

When Tiamat enters, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.

"My children will rule over all!"

7/7
Trelasarra, Moon Dancer
Legendary Creature — Elf Cleric

Whenever you gain life, put a +1/+1 counter on Trelasarra and scry 1. (Look at the top card of your library. You may put that card on the bottom.)

"Eilistraee teaches us that we are not bound by the circumstances of our birth. We all may find beauty and light, if we have the courage to seek them."

2/2
Triumphant Adventurer
Creature — Human Knight

Deathtouch

During your turn, this creature has first strike.

Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)

1/1
Volo, Guide to Monsters
Legendary Creature — Human Wizard

Whenever you cast a creature spell that doesn't share a creature type with a creature you control or a creature card in your graveyard, copy that spell. (A copy of a creature spell becomes a token.)

"The beholder told me I had a good eye for details. Who was I to argue?"

3/2
Xanathar, Guild Kingpin
Legendary Creature — Beholder

At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look at the top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way.

5/6
Bag of Holding
Artifact

Whenever you discard a card, exile that card from your graveyard.

, : Draw a card, then discard a card.

, , Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.

Leave no treasure behind.