facebook

CoolStuffInc.com

Star Wars: Unlimited Spark of the Rebellion available now!
   Sign In
Create Account

Dungeoneering in Standard

Reddit

Hello everyone. Now that Adventures in the Forgotten Realms has been released on Magic Arena, it's time to start looking at some new decks created with these cards. Since this set is based around a DnD campaign setting, the first types of decks I'll be featuring will be decks based on Dungeons and decks based around Dragons. As such, this will be part one of a two-part article, and I'll focus on the Dungeon based decks this week. Let's get started.

Esper Dungeons

The first deck I have for you is a three-color deck that has plenty of ways to deal handle an opponent's creatures. Let's take a look at it.


Triumphant Adventurer
With this deck, you'll have no trouble venturing into the dungeon. Every creature has a means of venturing on its own, or an ability that gives you an additional benefit when exploring a dungeon. For example, Triumphant Adventurer allows you to venture into the dungeon whenever it attacks. With this creature, you can find yourself able to attack turn after turn since Triumphant Adventurer has deathtouch and also gains first strike when it's your turn. Your opponent might not want to block and lose their creature, so you can sneak in for some damage as well as getting benefits from venturing into a dungeon. With Hama Pashar, Ruin Seeker on the battlefield, the room abilities of your dungeons will trigger an additional time, so a minor benefit could become something more substantial.

You also have creatures that benefit from you having successfully completed a dungeon. Cloister Gargoyle will become a 3/4 flying threat once you complete a dungeon. Nadaar, Selfless Paladin gives other creatures you control a +1/+1 bonus as long as you've completed a dungeon. Finally, Acererak the Archlich can't even stay on the battlefield unless you've completed the Tomb of Annihilation dungeon first. Acererak does act as a repeatable means of venturing into a dungeon that can be triggered via the use of mana until you decide to complete the Tomb of Annihilation, which can be helpful if your opponent has a battlefield full of big creatures.

Normally, though, creatures your opponent controls will be easily dealt with by a variety of spells at your disposal. Vanishing Verse will exile a target monocolored permanent. While it can be used on a creature, you might consider holding onto this for a bit before using it, as it can also remove other annoying card types such as enchantments and artifacts. Heartless Act can outright destroy any creature that has no counters on it, or make a big creature smaller. Finally, Precipitous Drop gives a negative buff to a target creature. The size of the negative buff goes from -2/-2 to -5/-5 if you've completed a dungeon, so it can help you take down a decent sized threat.

Abzan Dungeons

Next, I have a deck that is Abzan in colors. It features the new planeswalker, Ellywick Tumblestrum. Let's check it out.


Ellywick Tumblestrum
Ellywick Tumblestrum's +1 loyalty ability allows you to venture into the dungeon. This is the ability you will most often want to use. Doing so allows you to potentially activate multiple dungeon rooms each turn with ease. She pairs nicely with the ability that happens when Acererak the Archlich enters the battlefield. Keep in mind, though, that Acererak's ability ceases to function once you've completed the Tomb of Annihilation, so consider venturing into that dungeon last.

Ellywick's other loyalty abilities won't be used quite as often, but can still be very beneficial. Her -2 loyalty ability offers you a decent chance to gain three points of life, as there are a fair number of legendary creatures in this deck. This ability will be very useful if you need to find a creature to cast to protect Ellywick from an opponent's attacks. Her -7 loyalty ability creates an emblem that has the potential to give all of your creatures a +6/+6 boost, in addition to trample and haste. This can allow you to attack for a lot of damage and can end games very quickly.

Both this deck and the previous deck included Barrowin of Clan Undurr. This Dwarf Cleric is quite useful in both decks, since all of the creatures in both decks, with the exception of Barrowin, have a mana value of three or less. That allows Barrowin to return any other creature from your graveyard to the battlefield when he attacks without paying its mana cost, with the caveat that you have to have completed a dungeon. Any time you can get something for free (or very little cost, such as attacking), it can be game-changing. Barrowin of Clan Undurr is sure to be a staple in many dungeon venturing decks.

Orzhov Dungeons

The final dungeon themed deck I have for you is an Orzhov deck that's a bit of a budget deck. If you want to try out a dungeon deck without spending a lot of coin, give this one a try. Let's take a look at it.


Barrowin of Clan Undurr
As you can see, this deck includes some of the same creatures as the previous non-budget decks. Nadaar, Selfless Paladin, Barrowin of Clan Undurr, Triumphant Adventurer, and Cloister Gargoyle are all creatures you would expect to see in a dungeon themed deck. Dungeon Crawler also has a home in dungeon themed decks, as it is a threat that will return to your hand from your graveyard whenever you complete a dungeon. Lightfoot Rogue is the creature least at home in the dungeon, but having a threat that has deathtouch isn't a bad thing to have around. When you target Lightfoot Rogue with Feign Death, the Halfling Rogue gets even scarier.

This deck includes a couple of spells that are capable of dealing with a lot of the threats your opponent might play. Power Word Kill can destroy a majority of creatures. If you happen to be playing against a tribal deck that includes a lot of Angels, Demons, Devils, or Dragons, you might feel a little more pressure since this card can't take care of those creature types, but against any other creature types, you'll be fine. Power Word Kill can also be used on your own creature as a way of 'negating' an opponent's targeted removal. It works especially well when combined with Feign Death.

The other removal spell I wanted to mention is Portable Hole. This artifact costs a single White mana and can exile any nonland permanent an opponent controls with a mana value of two or less. This permanent will remain exiled until your opponent removed Portable Hole from the battlefield. We've had similar effects like this before, but those were usually enchantments which are more difficult to remove from the battlefield than artifacts are. It's definitely a removal spell worth playing, but we'll have to see if this increases the amount of artifact destruction that Standard decks begin packing.

Wrapping Up

In my opinion, I think dungeons are going to be a hit. While they might only provide you with a small bonus for each room you explore, small bonuses add up over time. My only wish is that there were more than three dungeons to explore. There have been a ton of notable dungeons published for DnD over the years, so I'm hopeful we'll see more dungeons at some point in the future.

What do you think of these decks? Do you have any suggestions for improvements? Let me know by leaving a comment below. Also, feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

-Mike Likes

Sell your cards and minis 25% credit bonus