WotC Spoiler for Adventures in the Forgotten Realms: Dungeon Mechanics.

I really hate the push for bringing cards out of other zones. Fundamentally broke the game when they did it with Companions, and I have my doubts that any other attempts are worthwhile.
 

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I mean, I bet Dungeons are lands.

You can tap them for mana like usual, and when they are completed they get some bonus.

You can even have "swamp dungeon"s.

Overgrown Tomb
Swamp Dungeon
Venture(3):
Gain a treasure and place a venture token on Overgrown Tomb. Becomes completed at 3 ventures. When completed, you can T: Deal 2 damage to a creature you control and gain 2 life.
 
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Frankly, I think Commander should allow for an “outside the game” zone of a certain number of cards. Would it make Wishes too powerful? Maybe. If so, you could ban them. It’s not like that’s meaningfully different than them having no effect in Commander at all.

Already Schemes, Planes, Pheonema, Commanders, and Emblems all go into the Command Zone. Weirdly Companions don't. I personally think Dungeons will be like a cross between Schemes, Planes, and Sagas with a mini game element to them. Venture into the Dungeon might simply allow you to activate/use the Dungeon Card in your Command Zone. It might never enter the battlefield, but like a Scheme just stay in the Command Zone doing its thing.



"Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme card would leave the command zone, it remains in the command zone."

So yeah I think they are most likely a a variant of Scheme cards, but different in some ways. Like maybe you exile creatures to use them as they go into the Dungeon, but they get rewards upon their return from exile, like +1 counters, treasure tokens and artifacts (I think treasure tokens are going to be big in AFR).
 
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It's two keywords: "Dungeon" for the new card type, and "Venture" for how we interact with them (which remains a mystery). Very old school D&D sounding, intrigued to find out about actual mechanics. We now know Dungeon cards are something that can be completed, after a venture (worth noting that adventure, key yo the name of the Set, is literally "venture into").
They could be similar to a land, where you play a dungeon and have to do something(likely kill a monster in it) to complete it when you are able to Venture.
 


Ultimately, there's really too little info right now, and most MTG fans that might have better knowledge or ideas are currently salivating over Modern Horizons 2 previews.

Ironically MH2 is considered a niche product (the cards are only usable in MH2 Draft/Sealed, Modern especially given the title, and Eternal Formats), and has a complexity that turns off new players and even those who struggle with high complexity Formats. AFR is usable in all Formats I think and as a Premiere Set is designed for all formats.

But its the hard core players that like MH2 that might have an edge on figuring out dungeons, if they weren't so distracted. I still think they will be simular somewhat to Schemes.
 

Ironically MH2 is considered a niche product (the cards are only usable in MH2 Draft/Sealed, Modern especially given the title, and Eternal Formats), and has a complexity that turns off new players and even those who struggle with high complexity Formats. AFR is usable in all Formats I think and as a Premiere Set is designed for all formats.

But its the hard core players that like MH2 that might have an edge on figuring out dungeons, if they weren't so distracted. I still think they will be simular somewhat to Schemes.
I’m right here...
 


My bad, didn't realize you were a hard-core MtG player, my bad.
Haha no worries. Truthfully I haven’t really been a “hard-core” player for many years, in that I don’t play competitively any more. But I used to, and I still keep up with the latest stuff because I appreciate the design and sometimes there’s something I want to pick up for Commander or Cube. I especially love the sort of complexity on display in Modern Horizons (which was internally designed as “Time Spiral 2,” and Time Spiral is my favorite block of all time), and MH2. But I’m definitely not too distracted to speculate on AFR!

As I said earlier, I’m pretty confident Venture will be a keyword action and Dungeon will be a special type of card that Venture interacts with. Obviously we don’t have much to go on, but that much I think can be safely guessed from what we do know. I also suspect dungeons won’t go into the deck. They might have their own separate deck, or go in the sideboard like Lessons, but it doesn’t seem like the kind of thing you would shuffle into your main 60. Just a hunch.

Since we know dungeons are double-faced, I’m assuming dungeons will flip when a certain condition is met (which I would bet on being unique to each dungeon). Flipping the dungeon could indicate that the dungeon is “completed,” or it could have another condition on the flip-side you have to meet to “complete” the dungeon. If it’s the latter, this gargoyle looks pretty bad.

Of course, this is all highly speculative. I could be way off the mark.
 
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Haha no worries. Truthfully I haven’t really been a “hard-core” player for many years, in that I don’t play competitively any more. But I used to, and I still keep up with the latest stuff because I appreciate the design and sometimes there’s something I want to pick up for Commander or Cube. I especially love the sort of complexity on display in Modern Horizons (which was internally designed as “Time Spiral 2,” and Time Spiral is my favorite block of all time), and MH2. But I’m definitely not too distracted to speculate on AFR!

As I said earlier, I’m pretty confident Venture will be an ability word and Dungeon will be a special type of card that Venture interacts with. Obviously we don’t have much to go on, but that much I think can be safely guessed from what we do know. I also suspect dungeons won’t go into the deck. They might have their own separate deck, or go in the sideboard like Lessons, but it doesn’t seem like the kind of thing you would shuffle into your main 60. Just a hunch.

Since we know dungeons are double-faced, I’m assuming dungeons will flip when a certain condition is met (which I would bet on being unique to each dungeon). Flipping the dungeon could indicate that the dungeon is “completed,” or it could have another condition on the flip-side you have to meet to “complete” the dungeon. If it’s the latter, this gargoyle looks pretty bad.

Of course, this is all highly speculative. I could be way off the mark.
The Bundles include oversized Dungeon cards, which would make the most sense if they can come in from outside the deck. Can't shuffle oversized cards into the deck.
 
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