Adventures in the Forgotten Realms
2, Jul, 21

Magic: The Gathering Reveals Adventures in the Forgotten Realms Mechanics

Article at a Glance

As spoilers for Magic: The Gathering’s Adventures in the Forgotten Realms continues to roll out, Wizards of the Coast has revealed the final new mechanic for the upcoming crossover Dungeons & Dragons set, Class Enchantments. The Hasbro-owned publisher has explained how all the set’s D&D-inspired mechanics work, and they all look fun to play.

Adventures in the Forgotten Realms Mechanics

Wizards of the Coast


Wizards of the Coast

In Adventures in the Forgotten Realms, there’s a new keyword called Venture, and when you venture for the first time in a game, you can choose one of the three available dungeon cards (shown below), and enter the first room. The next time you venture, you can enter the next room, but you will you have to complete a dungeon to enter another.

Here are the 3 dungeon cards from Adventures in the Forgotten Realms:

dungeon cards
Wizards of the Coast

Dungeon cards will not be part of your main deck and it doesn’t take up a sideboard slot. You won’t need to draft them or get them in your Sealed pool to have access to them.

Roll a D20

Wizards of the Coast

No D&D-themed set would be complete without d20s, so it’s no surprise that there are new cards that let you roll a d20. Each of these cards usually have different effects for each range of results you can get from rolling a d20. We’ve taken a look at the dice-rolling cards that have been revealed so far. There are also several cards that have abilities that trigger whenever a player rolls one or more dice.

Class Enchantments

Wizards of the Coast

Adventures in the Forgotten Realms have twelve class enchantments, which have their own set of rules to guide how they work. Let’s take a look at Wizard Class:

Each Class has three abilities in sections of its text box, and they’re called Class abilities. Two are activated abilities that allow it to level up. The first Class ability is active as long as you control the Class. To get access to the other two Class abilities, you will have to activate as sorcery (meaning during your main phase) to take the class to Level 2, and you can pay the cost again to take it to Level 3, but note that you will need to reach Level 2 first before you can access Level 3.

You can also multi-Class, so you can control any number of Class enchantments, even multiples of the same one, at the same time. Each Class tracks its own level independently. So, if you control two Wizard Classes, advancing one to level 2 has no effect on the other one. But if you get more than one Wizard Class to level 3, their level 3 triggered abilities will each trigger at the beginning of your end step, and if the first one to resolve causes an opponent to lose life, that life loss will be counted by the next one to resolve. 

Flavor Words

Wizards of the Coast

The set has modal cards that use flavor words to illustrate your choices, giving players a RPG-like experience in Magic. You can check out more cards with these flavor words here.

Related: Magic: The Gathering Launches First Free Dungeons & Dragons Adventure

These mechanics remind us of what makes Dungeons & Dragons fun and exciting. What do you think about the innovative mechanics of Adventures in the Forgotten Realms? Let us know what you think in the comments section below.

Adventures in the Forgotten Realms is set to release for tabletop worldwide on July 23, 2021. Check out the spoiler section at It’s also set to release on Magic: The Gathering Arena and Magic Online a week earlier. The Adventures in the Forgotten Realms products are now available for preorder

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