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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More Forgotten Realms Commander spoilers are here! Here are the new card from Aura of Courage precon: Also, since you are in Bant colors and might even want to be swinging with one big creature, Noble Hierarch is a great card to include. It helps fix your mana as well as pumps your threat. What to Take Out

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. 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. 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. 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.If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another. 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.

Purity of SpiritBeginning at 15th level, you are always under the effects of a protection from evil and good spell. Holy NimbusAt 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. The other dice-related new card that is turning heads is Treasure Chest. Although you have to sacrifice it, the value you generate is immense. There’s a chance to gain 5 Treasures, draw 3 cards, or even search for any Artifact from your Library and put it into play. There’s still a 5% chance you’ll lose 3 life, but even so at least you’ll get a trigger off Vrondiss’ ability!

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.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.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: There are a couple other notable Knights that don’t really fit into any of the above categories. They are simply powerful cards that happen to be Knights. I feel like they would round out a tribal Knights build really well: When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

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. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. 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!

This is less of a downside, though, if you have cards like Realmwalker, Future Sight, Vivien, Monster’s Advocate, or (if you are willing to break the tribe) Vizier of the Menagerie, Magus of the Future, or Garruk’s Horde. Bant Elves Tenets of DevotionThough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.



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