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Magic: The Gathering Adventures in The Forgotten Realms Commander Deck – Aura of Courage White, Multicoloured Blue Green

£9.9£99Clearance
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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.

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.DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 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.

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 Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. You look down to see your sword securely fastened to your belt. A faint light is leaking from its sheath. You draw it high above your head and see that the light is radiating from the blade itself. As it shines on each of your faces, you feel your courage return. Holding the weapon ahead of yourself, you lead the party onward: to their triumph or to their demise. 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: 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.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. 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. Aura of CourageStarting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. 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:

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