Dungeons and Dragons: Adventures in the Forgotten Realms has rattled the Cube community. Adventures in the Forgotten Realms is the first Magic set outside of the world of the Magic: The Gathering IP. The general unease about the setting has been compounded by strange new mechanics like Flavor Words and D20 rolling as well as a significantly lower power level than the sets that proceeded it: Modern Horizons 2 and Strixhaven: School of Mages. Despite the troubles, Adventures in the Forgotten Realms has a number of great options for Cubers who wish to spice up their environments with cool, powerful, and flavorful cards. However, it can be difficult to tell a Bugbear from an Adult Gold Dragon when it comes to Cube design. I want to make this task easier by highlighting some of the coolest new things in Adventures in the Forgotten Realms, discuss why they're exciting, and whether or not they might be good. Please understand that this article is not a "best cards" list or a review. Instead, it is a discussion of things that I am excited to test and an explanation as to why.
Card 1: Ebondeath, DracolichHowever, there are some caveats involved. First, Ebondeath's body is terrible if its ability to come back from the dead cannot be leveraged. Most decks will not be in the market for a four mana 5/2 flash flying that enters the battlefield tapped on its own merits. Dying to Shock aside, most finishers need to do more than just eat a removal spell then die. Cubes that are too fast might not ever allow players to re-cast Ebondeath before they lose the game. The recursion ability has to matter for this card to be good in most environments. Second, if Ebondeath can come back too often, it can warp the game. If the game goes long, having a massive flier that refuses to stay dead can cause massive swings in game balance. While this isn't an issue for faster environments, it can cause problems in Cubes where the majority of the game is spent past turn 4 or 5.
While the two problems I outlined above may seem like conflicting statements, they are very real issues that designers have to contend with if they wish to use Ebondeath. Luckily, there are plenty of Cubes where the game length is just right for something like Ebondeath to shine. This card looks perfect in traditional MTGO style Cubes; especially when compared to the other black 4 drops those Cubes still tend to run. Ebondeath also looks decent in unpowered fair environments that are near the top of the speed ranking but are maybe a turn or two slower than what a speed optimized list might look like at that point in the power band.
Ebondeath, Dracolich will be an absolute powerhouse at a very specific speed and power level. The key to making this card shine is to make sure it's in a slow enough Cube where players can spend time developing this card and re-casting it when needed, but a fast enough Cube where this card doesn't warp the game around itself for both players. Any designer who is able to balance those two factors effectively is in for a real treat!
Card 2: Den of the BugbearRanger Class is essentially a level-up creature that doesn't die to removal. The initial level of a 2/2 for two mana isn't great, but it's not an unreasonable base given how much value the card can provide later. Level 2 elevates Ranger Class to a cross between Curse of Predation and Luminarch Aspirant. Anyone who has played with those two cards can attest to how quickly they can run out of control in the right strategy. Finally, Level 3 turns Ranger Class into a Vizier of the Menagerie enchantment, creating huge amounts of potential card advantage.
While each of the three levels might be slightly below the ideal rate in their own right, they're all stapled to a single card. If a player wanted to, they could level up Ranger Class every single turn during the early game. It provides a great mana sink and a way to get ahead on cards if the game goes long. Don't miss Ranger Class: it might look slow, but it is bursting with potential!
Card 5: Cave of the Frost DragonCave of the Frost Dragon is the strongest Creature land in Adventures in the Forgotten Realms. It's versatile, powerful, and frankly awesome. Any designer who wishes to give white a little boost in the land section should consider this card for Cube inclusion.
Card 6: Iymrith, Desert DoomIymrith, Desert Doom is a great option for players looking to bolster Blue with a self-protecting top end threat. People who are happy with Dragonlord Ojutai should consider Iymrith, Desert Doom as a card for their Cube. I plan to include Iymrith alongside Ojutai to bolster an Esper Dragons archetype similar to the deck popular during Dragons of Tarkir Standard. This draconic duo should do a pretty good job of closing games.
Card 7: Power Word KillThere is also a very interesting, albeit somewhat niche case for Power Word Kill. Some designers want to make larger than average threats playable while still maintaining the high power level often associated with faster Cubes. The fact is: swinging in with giant Dragons and Angels is something a lot of players enjoy! However, that play pattern is usually invalidated by the quality removal required to make high power environments work. Power Word Kill is a great way to help make cards like Baneslayer Angel and Thundermaw Hellkite viable again in fast, high-power Cubes that need good interaction. My friend Safra has curated a Cube matching these parameters for many years. Power Word Kill is great for her. As she puts it: "My biggest top end fatties are often dragons, angels, and so on! These are exactly the creatures Power Word Kill doesn't hit."
Power Word Kill is a uniquely flexible removal spell that can allow far more fine-tuning for designers than almost any other card in its class. It will allow for new design space to open in places where it might not have previously existed.
Card 8: Werewolf Pack LeaderWerewolf Pack Leader fits into this puzzle by being a large damage source that can also draw cards. The Packleader's inherently large body and pack tactics ability mean that it can be a powerful asset for Zoo players. A curve consisting of a turn one Wild Nacatl followed by a turn two Werewolf Pack Leader can mean getting to attack for 6 damage and drawing a card on turn three. The Packleader can also function as a late-game mana sink, pumping itself to 5 power. Because the Zoo archetype usually has great mana fixing, covering the cost of this creature isn't normally difficult for that deck.
Werewolf Pack Leader is a unique and awesome attacker and card draw engine. Any player looking to give Zoo a boost in their Cube should consider this card.
Card 9: The Ninja EnablersGrazilaxx, Illithid Scholar is neat because he allows hordes of small creatures to attack without fear of death. If they are blocked unfavorably, Grazilaxx gives their controller the option to bring them back to hand. The Illithid also allows players to draw cards if one of their creatures is able to connect with the opponent and deal damage. This ability is great with unblockable creatures. Speaking of unblockable creatures, Yuan-Ti Malison can't be blocked while attacking alone, making it an excellent card to be bounced back to hand with ninjutsu abilities. It is also a decent card for other U/x tempo decks, being an unblockable damage and value source that can be pumped with equipment and protected with counterspells. When it can't be ninjutsu'd back to hand, Yuan-Ti Malison also lets its owner venture into the Dungeon. Some consider the venture mechanic to be parasitic, but this is untrue for several reasons worthy of their own article. Just know that Yuan-Ti Malison is not using venture in a parasitic manner and that it is only a minor upside for the card.
Yuan-Ti Malison and Grazilaxx, Illithid Scholar are great enablers for designers wishing to beef up their Ninja archetypes with cards that can go into other proactive blue decks.
Card 10: Minsc, Beloved RangerDon't worry, though; Minsc, Beloved Ranger holds his own as well as his story! As with Werewolf Pack Leader, Minsc, Beloved Ranger is a great addition to the Zoo archetype. Minsc immediately comes down for three mana and adds four power to the board, some of which has haste. Minsc also has a late-game mana sink, which can be used to pump up a creature into a literal Giant in the late game. Zoo decks can run out of gas sometimes, so having a mana sink that adds power to the board is really valuable. I suspect Minsc, Beloved Ranger is a much better Cube card than he may initially appear to be. I am certain that he will help many creatures reach the status of Giant Space Hamster in due time.
ConclusionSome have said that Adventures in the Forgotten Realms may be at risk of getting lost in the fold of Magic releases as its power level is so much lower than that of other recent sets. I don't think this is true. While there are fewer cards in Adventures in the Forgotten Realms that are truly Cube all-stars than its predecessors, there is still a lot worth celebrating. Unique lore, cool designs, and a couple riffs off of classic staple Magic effects will let Adventures in the Forgotten Realms go down in history as a good set once the dust of outrage settles.
AcknowledgmentsSpecial thanks to my friend @Onderzeeboot for proofreading this article. I would also like to thank @Safra for allowing me to use her Cube as an example during the discussion of Power Word Kill.