Daily Dose of Adventures in the Forgotten Realms #6 – Making Dungeons Work
Welcome all to the Daily Dose of Adventures in the Forgotten Realms. Today I’ll be going further into the new card type from AFR, Dungeons. To recap, Dungeons are a new card type that aren’t part of your deck or sideboard and can be used when you venture into a dungeon. Here's another look at the three Dungeons available to use for AFR.
For these Dungeons to work, you need to have enough powerful cards that can help you work your way through a Dungeon and complete it, receiving the most valuable reward listed at the bottom of each Dungeon.
First up is a land that can help you venture deeper into the Dungeon, Dungeon Descent.
With Dungeon venturing cards being in multiple colours, it might be hard to play a tapped colourless land. However, in the late game, it can help you start to gain some value. The other potential drawback is that you need an untapped legendary creature to venture into the Dungeon, which you might not always have. This'll have some use though, but most likely will only see Limited play. If you're looking for a more consistent way to venture into the dungeon, you should look no further than Dungeon Map.
This not only helps you ramp but can also be used to venture into the dungeon. Dungeon Map doesn’t require you to have an untapped legendary creature to use it and costs only three mana to activate. This'll help you complete your Dungeon in record time and start gaining more value. Even though it only provides colourless mana, this is a much better alternative to Dungeon Descent and could see play in a Dungeon venturing deck to make sure you're progressing through all the Dungeons.
Next up is a two-drop creature that will help you venture your way to treasure. Here's Yuan-Ti Malison.
This two-drop is a great recurring way to venture into the dungeon. Getting that venture trigger will help you build your battlefield and provide value every time it hits your opponent. Later in the game, if you have larger threats, you can attack with those, and your opponent will still need to worry about blocking Yuan-Ti Malison if they don’t want to give you the venturing trigger.
Finally, it’s time to talk about a Green creature that gives you a bonus every time you complete a Dungeon. Here's Varis, Silverymoon Ranger.
Varis, Silverymoon Ranger
This card has just a little bit of everything. It starts off as a 3/3 creature with Reach and Ward 1. This makes it slightly harder to target and helps you block against some flying threats that might be otherwise hitting you for damage. Once on the battlefield, you can start gaining venture triggers once per turn. Most often you'll only cast one creature per turn, so being limited to one venture per turn isn’t that much of a drawback. On top of all this value, you get to create a 2/2 Wolf each time you complete a Dungeon. This might mean that you opt for the Dungeon with only three or four levels instead of the one with seven levels. The overall combined value of this card makes it strong enough to play in a Dungeon venture deck in multiples even if it’s a Legendary creature.
There you have it folks, multiple ways to have recurring ways to venture into the Dungeon. I think this will be key to unlocking the true power of Dungeons. Thanks for reading the Daily Dose and join me again next week as we go straight into another week of new cards from Adventures in the Forgotten Realms.