Adventures in the Forgotten Realms

AFR · 402 cards · Released

Flumph
Creature — Jellyfish

Defender, flying

Whenever this creature is dealt damage, you and target opponent each draw a card.

0/4
Guardian of Faith
Creature — Spirit Knight

Flash

Vigilance

When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)

3/2
Loyal Warhound
Creature — Dog

Vigilance

When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

3/1
Teleportation Circle
Enchantment

At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.

The Blackstaff of Waterdeep
Legendary Artifact

You may choose not to untap The Blackstaff of Waterdeep during your untap step.

Animate Walking Statue , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.

Demilich
Creature — Skeleton Wizard

This spell costs less to cast for each instant and sorcery spell you've cast this turn.

Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.

You may cast this card from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.

4/3
Grazilaxx, Illithid Scholar
Legendary Creature — Horror

Whenever a creature you control becomes blocked, you may return it to its owner's hand.

Whenever one or more creatures you control deal combat damage to a player, draw a card.

3/2
Tasha's Hideous Laughter
Sorcery

Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.

True Polymorph
Instant

Target artifact or creature becomes a copy of another target artifact or creature.

Wizard's Spellbook
Artifact — Book

: 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 rather than paying its mana cost.

20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.

Yuan-Ti Malison
Creature — Snake Rogue

This creature can't be blocked as long as it's attacking alone.

Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)

2/1
Acererak the Archlich
Legendary Creature — Zombie Wizard

When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon.

Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.

5/5
Asmodeus the Archfiend
Legendary Creature — Devil God

Binding Contract — If you would draw a card, exile the top card of your library face down instead.

: Draw seven cards.

: Return all cards exiled with Asmodeus to their owner's hand and you lose that much life.

6/6
The Book of Vile Darkness
Legendary Artifact — Book

At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.

, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.

Forsworn Paladin
Creature — Human Knight

Menace

, , Pay 1 life: Create a Treasure token.

: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn.

1/1
Sphere of Annihilation
Artifact

This artifact enters with X void counters on it.

At the beginning of your upkeep, exile this artifact, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.

Vorpal Sword
Artifact — Equipment

Equipped creature gets +2/+0 and has deathtouch.

: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."

Equip

Flameskull
Creature — Skeleton

Flying

This creature can't block.

Rejuvenation — When this creature dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)

3/1
Hobgoblin Bandit Lord
Creature — Goblin Rogue

Other Goblins you control get +1/+1.

, : This creature deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.

2/3
Meteor Swarm
Sorcery

Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.

Orb of Dragonkind
Artifact

, : Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.

, , Sacrifice this artifact: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Wish
Sorcery

You may play a card you own from outside the game this turn.

Circle of Dreams Druid
Creature — Elf Druid

: Add for each creature you control.

2/1
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
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.

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.

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
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
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.

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
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
The Deck of Many Things
Legendary Artifact

, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.

1—9 | Return a card at random from your graveyard to your hand.

10—19 | Draw two cards.

20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.

Eye of Vecna
Legendary Artifact

When Eye of Vecna enters, you draw a card and you lose 2 life.

At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 2 life.

Hand of Vecna
Legendary Artifact — Equipment

At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand.

Equip—Pay 1 life for each card in your hand.

Equip

Treasure Chest
Artifact

, Sacrifice this artifact: Roll a d20.

1 | Trapped! — You lose 3 life.

2—9 | Create five Treasure tokens.

10—19 | You gain 3 life and draw three cards.

20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.

Vorpal Sword
Artifact — Equipment

Equipped creature gets +2/+0 and has deathtouch.

: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."

Equip

Treasure Chest
Artifact

, Sacrifice this artifact: Roll a d20.

1 | Trapped! — You lose 3 life.

2—9 | Create five Treasure tokens.

10—19 | You gain 3 life and draw three cards.

20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.

Portable Hole
Artifact

When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.

You Find the Villains' Lair
Instant

Choose one —

• Foil Their Scheme — Counter target spell.

• Learn Their Secrets — Draw two cards, then discard two cards.

Power Word Kill
Instant

Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.

Magic Missile
Sorcery

This spell can't be countered.

Magic Missile deals 3 damage divided as you choose among one, two, or three targets.

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