Adventures in the Forgotten Realms Promos

PAFR · 241 cards · Released

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."

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."

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
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
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.

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.

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.

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.

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.

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.

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.

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.

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
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
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
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
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
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
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
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
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
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.

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.

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.

"I see all things as they truly are! I see . . . decay in all flesh, and betrayal in every heart."

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.

"I see all things as they truly are! I see . . . decay in all flesh, and betrayal in every heart."

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.

"I see all things as they truly are! I see . . . decay in all flesh, and betrayal in every heart."

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

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

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.

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.

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.

Cave of the Frost Dragon
Land

If you control two or more other lands, this land enters tapped.

: Add .

: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.

Cave of the Frost Dragon
Land

If you control two or more other lands, this land enters tapped.

: Add .

: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.

Cave of the Frost Dragon
Land

If you control two or more other lands, this land enters tapped.

: Add .

: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.

Den of the Bugbear
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land 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.

Den of the Bugbear
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land 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.

Den of the Bugbear
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land 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.

Dungeon Descent
Land

This land enters tapped.

: Add .

, , 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.)

Dungeon Descent
Land

This land enters tapped.

: Add .

, , 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.)

Dungeon Descent
Land

This land enters tapped.

: Add .

, , 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.)

Hall of Storm Giants
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

Hall of Storm Giants
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

Hall of Storm Giants
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

Hive of the Eye Tyrant
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land 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.

Hive of the Eye Tyrant
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land 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.

Hive of the Eye Tyrant
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land 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.

Lair of the Hydra
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.

Lair of the Hydra
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.

Lair of the Hydra
Land

If you control two or more other lands, this land enters tapped.

: Add .

: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.

Treasure Vault
Artifact Land

: Add .

, , Sacrifice this land: Create X Treasure tokens.

There is wealth enough inside to cause the rise and the ruin of dynasties.

Treasure Vault
Artifact Land

: Add .

, , Sacrifice this land: Create X Treasure tokens.

There is wealth enough inside to cause the rise and the ruin of dynasties.