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

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. SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. 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! Fighting StyleAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

Bant Jonic Nice Guy's and Fly Commander Bant Jonic Nice Guy's and Fly Commander Bant Jonic Nice Guy's and Fly Commander Aura of Courage is the “safest” of the four precons. Lists that try to place as many enchantments and equipment on your creatures as possible aren’t exactly new to Commander. It’s a strategy with a fair amount of support and can be pushed to a competitive level pretty easily if you look into it. My Personal Favorite First up, let’s talk about the characters! One of the coolest is the Drow Elf Drizz’t Do’Urden, the original main character of Dungeons and Dragons! Drizz’t is a White/Green card that can summon his panther companion, Guenhwyvar, and allows him to quite literally level up when another card dies! Drizz’t’s long-time travelling companion Bruenor Battlehammer and his sword Icingdeath also make an appearance. His other sword, Twinkle, unfortunately does not. Imagine having a sword called Icingdeath and it’s not the lamest name. Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.Channel DivinityYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Rhys the Redeemed is one of the most popular Selesnya Elf commanders. He makes Elf tokens, and a lot of them. This version of Aura of Courage precon upgrade will want to run Doubling Season, Parallel Lives, Primal Vigor, and Anointed Procession in addition to whatever other Elf synergies there are. Simic Elves Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

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. Purity of SpiritBeginning at 15th level, you are always under the effects of a protection from evil and good spell. 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. One thing that Giants in these colors are pretty good at is keeping you from taking damage. You can build up a pillow fort pretty easily, and then hide behind them as your commander slowly beats people down. Here are a couple creatures to illustrate what I mean: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. 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: As a 3- Mana AFR Commander, Sefris can be out on the board early and start generating value through multiple Venture triggers. Several Commander exclusive cards will help you get through those Dungeons, such as Immovable Rod, Midnight Pathlighter, and Radiant Solar. Sadly many others play around with another new AFR mechanic – rolling a d20 die – that doesn’t aid Sefris’ cause at all. 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. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. These are repeatable effects that let you choose what goes on top of your library, and thereby plan your Miracles accordingly. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. 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.



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