Daily Dose of Adventures in the Forgotten Realms #10 – There Be Dragons!

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Welcome all to the Daily Dose of Adventures in the Forgotten Realms. Today I’ll be talking about the five monocoloured Mythic Dragons from the new set. With a Dungeons & Dragons-themed set you knew that the set had to have some powerful Dragons in it. These five Dragons don't disappoint. Dragons are meant to be powerful Flying creatures that can win a game on their own. Each of these Mythic Dragons has an ability that will make it hard for your opponent to win the game if it enters the battlefield.

First up is the White Legendary Dragon that gives you a reward if it dies. Here is Icingdeath, Frost Tyrant.

Icingdeath, Frost Tyrant

To start off you get a 4/3 Flying, Vigilance creature for only four mana, which are incredibly good stats for that mana value. Being able to attack and block each turn goes a long way. The reason you might want to block with it and trade during combat is because of its awesome dying trigger. Once Icingdeath, Frost Tyrant dies it turns into a free second card as an Equipment. Being able to add two power and tap down creatures when attacking means that it'll make combat in future turns a little easier.

Now we have the Blue Legendary Dragon that you probably want to give Vigilance to. Here's Iymrith, Desert Doom.

Iymrith, Desert Doom

To start off you get a 5/5 Flying creature for five mana, which is about one extra power and toughness more than you usually get for that mana value. This creature has Ward 4 (almost hexproof at that cost), but only when it’s untapped. This means that if you’d like to attack with it and you can’t give it vigilance to keep it untapped, it becomes vulnerable. Either way, if you can get in combat damage, you start to gain card advantage, possibly even drawing up to three cards. This is a great way to refill your hand and start taking over the game. It shouldn’t be too difficult to empty your hand again before your next attack and keep drawing two-three cards per turn.

Reanimation is the name of the game for the Black Legendary Dragon. Here's Ebondeath, Dracolich.

Ebondeath, Dracolich

To start off you get a 5/2 Flying creature for four mana that has pseudo-haste thanks to Flash. You won’t be able to Flash it in to use as a blocker as it enters the battlefield tapped. The value of this card, other than its four-turn clock, is that it has a perpetual flashback from your graveyard. Being able to trigger the return of Ebondeath, Dracolich is made easier in the fact that it doesn’t have to be just your creature that dies for it to return. This could be one of those pesky creatures to kill that some decks won’t have an answer for.

It’s time to talk about the Red Legendary Dragon which can win you the game by itself. Here's Inferno of the Star Mounts.

Inferno of the Star Mounts

This is one of those creatures that certain control decks are going to hate. Not only is it uncounterable, but having Haste puts a quick clock on your opponent. It's doubtful that you’ll get to twenty power, but there's one quick way to do it in Standard. If you can cast Exponential Growth with X = two on turn seven, that leaves you with one mana to use its ability and instantly deal twenty damage to any target.

Finally, we have the biggest Legendary Dragon of them all. Here's the Green Legendary Dragon Old Gnawbone.

Old Gnawbone

This is the Legendary Dragon with the most power, the highest mana value, and the biggest ability. You get a 7/7 Flying creature for seven mana, which leaves your opponent on a three-turn clock. Each time you can get in for damage though you’ll be rewarded with seven treasure tokens. This mana could be used to cast an expensive spell like a large Crackle with Power to finish off your opponent.

Now those are some impressive Dragons that I can’t wait to open in my first Limited Event. Thanks for reading the Daily Dose and join me again tomorrow as I finish up week number two with a look at some of the best new cards from Adventures in the Forgotten Realms.

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