Sunday, April 30, 2023

Marching From The Fallen Star; Gibbering Mouther

 


Amorphous blobs of yammering mouths, oozing, fleshy sludge, and gibbering mouthers are among the strangest creatures found aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they rarely do so intelligibly. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area.

Where, how, and why gibbering mouthers originated are questions without answers. They share certain similarities with the much more powerful shoggoths, leading to theories that the two creatures share an origin; less charitable scholars have suggested that the gibbering mouther is instead a mortal’s attempt to create something akin to a shoggoth—though the question of why remains unanswered. Still, others believe gibbering mouthers were sent to the world by the gods as a punishment for some forgotten but surely terrible transgression. Gibbering mouthers themselves have little to say on the matter—at least, not in any sort of sense. Scholars have wasted countless hours in attempts to make sense of gibbering mouthers’ noises—studies that put researchers into danger and give results that are contradictory and confusing at best.

Recall Knowledge - Aberration (Occultism): DC 20

Unspecific Lore: DC 18

Specific Lore: DC 15

Gibbering Mouther Aberration 5

 

Blue

Black

Medium

Aberration


Source Bestiary pg. 176

Perception +15; darkvision

Languages Aklo

Skills Acrobatics +12, Athletics +13

Str +2, Dex +3, Con +4, Int -3, Wis +3, Cha +0


AC 21 all-around vision; Fort +15, Ref +12, Will +10


HP 120 Weaknesses bludgeoning 5


Gibbering (auditory, aura, emotion, enchantment, incapacitation, mental, occult) Each creature that begins its turn within 60 feet of a gibbering mouther must attempt a DC 19 Will save. On a failure, they are confused for 1 round. On a success, they are temporarily immune for 1 minute.

All-Around Vision

Reactive Gnaw  Trigger An adjacent creature deals the gibbering mouther slashing damage. Effect The gibbering mouther’s wound opens into another maw. It makes a jaws Strike against the triggering creature.

Speed 10 feet swim 20 feet


Melee  jaws +14 [+9/+4] (finesse), Damage 2d8+5 piercing plus 1d4 persistent bleed damage and Grab

Ranged  spittle +14 [+9/+4] (range 30 feet), Damage 4d6 acid and burn eyes

Burn Eyes A creature that takes damage from a gibbering mouther’s spittle must succeed at a DC 22 Fortitude save or be dazzled for 1 round (or blinded for 1 round on a critical failure).

Engulf  DC 22, 3d8 piercing, Escape DC 22, Rupture 8

Ground Manipulation  (occult, transmutation) The gibbering mouther causes stone and earth under its body to grow soft and muddy, remaining so for 1 minute after the mouther moves off the location. A gibbering mouther can easily move through these areas, but other creatures treat them as difficult terrain.


Gibbering Mouther Locations

Gibbering mouthers tend to remain underground, favoring subterranean ruins and the lower layers of the Darklands.

Gibbering Mouther Treasure

While gibbering mouthers have little interest in the treasure, they are known to consume their prey’s valuables along with the creatures’ flesh. Those treasures which are not themselves digestible remain until the gibbering mouther disgorges them or is destroyed.


Marching From The Fallen Star; Rust Monster

 

“They don’t seem scary, but then you’re suddenly standing there in your underclothes without a weapon. Then everything looks like a threat.”
—Jarro, battle master

Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, the rust monster’s feathery antennae strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer’s most valuable tools to a useless pile of rust.

Rust monsters are a terrible scourge in mining communities. If a group of rust monsters discovers rich veins of ore, they can multiply quickly. These aberrations have created many mountain ghost towns by weakening tunnels, attacking workers, and consuming the source of the miners’ livelihood.

Recall Knowledge - Aberration (Occultism): DC 18

Unspecific Lore: DC 16

Specific Lore: DC 13

Rust Monster Aberration 3

 

Red

Green

Medium

Aberration


Source Bestiary pg. 283


Rust monsters aren’t inherently aggressive creatures but voracious oxidivores, meaning they consume the rust created by their antennae. The creatures savagely attack anything that gets between them and a possible meal, and they relentlessly pursue any source of metal. A rust monster can be distracted by a single metal-rich item, but they are often encountered in groups of three or more, sharply raising the cost of escape.

Perception +8; darkvision, metal scent 30 feet

Skills Athletics +7 (+13 to Disarm a metal item)

Str +0, Dex +3, Con +1, Int -4, Wis +1, Cha +0

Metal Scent A rust monster can smell metal as a precise sense


AC 19; Fort +8, Ref +10, Will +6


HP 40


Tail Trip  Trigger A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail. Effect The rust monster makes a tail Strike against the triggering creature.

Speed 35 feet climb 10 feet


Melee  antenna +10 [+5/+0] (finesse), Effect rust

Melee  mandibles +8 [+3/-2] (finesse), Damage 1d10+4 piercing

Melee  tail +8 [+3/-2] (finesse), Damage 1d4+2 bludgeoning plus Improved Knockdown

Antenna Disarm  The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). On a success, the item is subject to the rust monster’s rust ability (see below) in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space.

Rust A rust monster’s antenna causes metal to rust and corrode rapidly. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack.


Feared and Loathed

Very few monsters are as hated by seasoned adventurers as rust monsters, for these creatures are not content to merely kill those who intrude upon their lairs—they eat their hard-won weapons and armor! Many innovative dungeon-dwelling creatures have seized upon this fact, and those that can't arrange for a rust monster guardian to scare adventurers away leave rusted bits of armor with curious markings strewn about, hoping that the mere sight of potential rust monster activity is enough to turn back would-be troublemakers.


Marching From The Fallen Star; Slurk

 


The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks, which it uses to gore prey and tangle with rival slurks. With the slurk’s natural ability to climb walls and cling effortlessly to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of the beast’s formidable ivory tusks.

Slurks exude two very different types of foul-smelling secretions from their pale white skin. Large pustules on the slurk’s back drip a sticky resin-like slime that quickly hardens upon exposure to air. By flexing its skin, the slurk can burst these pustules in the direction of intruders, covering its foes in sticky goo and severely limiting their ability to withstand the monster’s other attacks, including the effects of its other secretion. Glands along the slurk’s ventral side excrete an incredibly slippery and fetid grease, which protects the slurk from the immobilizing effects of its own back slime but also has the added benefit of making it extremely difficult to grapple and capture. The best way to discover if a slurk is in the vicinity is to look for hard clumps of such grease, which accumulate and dry in cave corners and amid rock piles where the slurk rests between meals.

Slurks are thought to be descendants of a failed dwarven attempt to domesticate and breed large subterranean frogs as food and labor animals. Despite this apparent failure, slurks are often befriended by others who live underground. The sticky frog-beasts have proven extremely desirable to kobolds, who now domesticate and train slurks as powerful mounts and guardians. While other creatures, particularly boggards, sometimes train slurks to serve as guardians, kobolds remain those who use these creatures the most. A kobold mounted on a slurk will often hide in the upper ledges of a cave, using the advantages of height and surprise to harry foes with ranged attacks. Kobold riders also take advantage of the slurk’s ability to climb, and charge at their enemies from the walls of a cavern.

Recall Knowledge - Animal (Nature): DC 16

Unspecific Lore: DC 14

Specific Lore: DC 11

Slurk Centipede 2

 

Black

Green

Medium

Animal


Source Bestiary pg. 301

Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature’s venom.

Perception +6; darkvision,

Skills Acrobatics +6 (+8 to Escape), Athletics +8, Stealth +5

Str +4, Dex +2, Con +4, Int -4, Wis +0, Cha +0


AC 17; Fort +10 (+12 vs. Grapple or Shove), Ref +6, Will +4


HP 35


Speed 30 feet, climb 30 feet


Melee  tusks +11 [+6/+1] (deadly 1d10), Damage 1d8+4 piercing

Ranged  slime squirt +9 [+4/-1] (range increment 30 feet), Effect entangling slime

Belly Grease  The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the slime is 18.

Entangling Slime A creature struck by a slurk’s slime squirt becomes clumsy 1 and takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The slime can be removed with a total of three Interact actions by the entangled creature or creatures adjacent to the creature. These actions don’t need to be consecutive or made by the same creature.


Slurk Riding

A willing or broken slurk can be used as a mount by a creature at least one size smaller than the slurk. A slurk’s back slime grants its rider a +2 circumstance bonus against any attempts to dismount the rider physically.


Marching From Golarion; Centipedes


 Source Bestiary pg. 61

Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.

Centipede Species

Centipedes take nearly countless forms amid nearly every climate, with specific traits and abilities varying wildly between species. Tangled forests, arid deserts, foul sewers, deep caverns, and abandoned buildings are all common haunts for centipedes, from oversized specimens capable of taking down significant prey alone to carpets of frenzied vermin gathered into a dangerous swarm. 

Massive Myriapods

All centipedes prefer to eat carrion, gathering in numbers around large corpses or battlefields and jealously guarding their troves of flesh from any who would disturb them. Monstrous centipedes are also aggressive hunters and are particularly fond of devouring horses and similar creatures, often snatching a mount right out from under its rider. They are unusually stealthy for creatures of their size, making their swift strikes all the more frightening.

Basic Centipedes

Centipede

Source

Traits 

Level

Giant Centipede

Bestiary pg 61

Green, Animal

-1


Marching From The Fallen Star; Giant Centipede

 


Recall Knowledge - Animal (Nature): DC 13

Unspecific Lore: DC 11

Specific Lore: DC 8

Giant Centipede Centipede -1

 

Green

Medium

Animal


Source Bestiary pg. 61

Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature’s venom.

Perception +6; darkvision,

Skills Acrobatics +6, Athletics +2, Stealth +6

-1, Dex +3, Con +1, Int -5, Wis +1, Cha -4


AC 15; Fort +7, Ref +6, Will +2


HP 8


Speed 30 feet, climb 30 feet


Melee  mandibles +6 [+1/-4] (finesse), Damage 1d4-1 piercing plus giant centipede venom

Giant Centipede Venom (poison) Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round) Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)



Saturday, April 29, 2023

Putting Magic Flavor on the Table; Battle for Baldur's Gate


 Commander Legends: Battle for Baldur's Gate is the second Magic: The Gathering Commander set that is designed to be drafted. 

Storyline

The set takes place in the Forgotten Realms, and focuses on the city of Baldur's Gate. The "Time of Troubles" is one of the most major events in Forgotten Realms history and is centered here. The city is under attack by the forces of Avernus and the Dead Three: Bhaal, Lord of Murder; Myrkul, Lord of Bones; Bane, Lord of Darkness.

Tokens and markers

Battle for Baldur's Gate comes with 20 tokens and markers. Tokens and markers appear in the marketing card slot.

{W} 0/1 Goat creature, for Contraband Livestock.

{W} 2/2 Knight creature, for The Council of Four and Recruitment Drive.

{W} 1/1 Pegasus creature with flying, for Pegasus Guardian.

{W} 1/1 Rabbit creature, for Cadira, Caller of the Small.

{W} 1/1 Soldier creature, for Abdel Adrian, Gorion's Ward, Recruitment Drive, Undercellar Sweep, Veteran Soldier, You're Confronted by Robbers, and Ysgard's Call.

{U} 1/1 Faerie Dragon creature with flying, for Ancient Gold Dragon, Elminster, Feywild Caretaker, and Feywild Visitor.

{B} 3/3 Demon creature, for Tasha, the Witch Queen.

{B} 4/1 Skeleton creature with menace, for Bone Offering, Gut, True Soul Zealot and Undercity.

{R} Boo, a 1/1 legendary Hamster creature with trample and haste, for Minsc & Boo, Timeless Heroes.

{R} 1/1 Devil creature with "When this creature dies, it deals 1 damage to any target.", for Raphael, Fiendish Savior.

{R} 4/4 Dragon creature with flying, for Dragon Cultist.

{G} 2/2 Boar creature, for Carefree Swinemaster and Contraband Livestock.

{G} 4/4 Ox creature, for Contraband Livestock.

{G} 1/1 Saproling creature, for Undercellar Myconid.

{G} 1/1 Squirrel creature, for Cloakwood Hermit.

{C} 1/1 Construct artifact creature," for Jan Jansen, Chaos Crafter and Nimblewright Schematic.

{C} Treasure artifact, for Ancient Copper Dragon, Bathe in Gold, Battle Angels of Tyr, Blood Money, Deadly Dispute, Descent into Avernus, Dungeoneer’s Pack, Ganax, Astral Hunter, Guild Artisan, Gluntch, the Bestower, Heap Gate, Hoarding Ogre, Inspired Tinkering, Jan Jansen, Chaos Crafter, Mahadi, Emporium Master, Marching Duodrone, Marut, Noble’s Purse, Patron of the Arts, Prized Statue, Safana, Calimport Cutthroat, Shiny Impetus, Skullport Merchant, Swashbuckler Extraordinaire, Thieves' Tools, Undercity, You've Been Caught Stealing, and Zhentarim Bandit

{C} Volo’s Journal, a legendary artifact with hexproof and “Whenever you cast a creature spell, note one of its creature types that hasn’t been noted for this artifact.”, for Volo, Itinerant Scholar.

Copy for Elminster’s Simulacrum, Irenicus’s Vile Duplication, Miirym, Sentinel Wyrm and Myrkul, Lord of Bones.

Undercity dungeon / The Initiative marker.

Themes and mechanics

Battle for Baldur's Gate features new legendary creatures themed as D&D characters and several multiplayer keywords.

Adventure, D20 dice rolling, Goad, and Myriad are returning mechanics. Flavor words also made a comeback.

Each prerelease pack comes with an Undercity Dungeon Card. This unique card shares the same mechanic as Dungeon Cards from Adventures in the Forgotten Realms. The card is not included in a player's deck size or sideboard and is activated by the Initiative mechanic to Venture into Undercity. However, the Forgotten Realms Dungeons are not making a return. The Bundle provides an oversized version.

Monocolored Legendary creatures in the set have the ability to Choose a Background. By choosing a Background, you can customize your Commander.

Limited archetypes

Commander Legends: Battle for Baldur's Gate features the following limited archetypes:


{W}{U}: Blink (Oji, the Exquisite Blade)

{U}{B}: Initiative (Rilsa Rael, Kingpin)

{B}{R}: Treasure & Sacrifice (Mahadi, Emporium Master)

{R}{G}: Dragons: power matters (Thrakkus the Butcher)

{G}{W}: Tokens (Cadira, Caller of the Small)

{W}{B}: Aristocrats / "Revolt" (Minthara, Merciless Soul)

{U}{R}: Dragons: spells matters (Lozhan, Dragons’ Legacy)

{B}{G}: Graveyard recursion (Kagha, Shadow Archdruid)

{R}{W}: Myriad, "melee" (Commander Liara Portyr)

{G}{U}: Dragons: Ramp (Korlessa, Scale Singer)

Card types

The set features the new Background enchantment type, that is only featured on Legendary Enchantments.

The set also introduces the Elminster, Minsc and Tasha planeswalker types, the Gith and Walrus creature types, and the Undercity dungeon type.

Cycles

Commander Legends: Battle for Baldur's Gate has at least ten cycles.

Cycle name {W} {U} {B} {R} {G}

Mythic metallic dragons Ancient Gold Dragon Ancient Silver Dragon Ancient Brass Dragon Ancient Copper Dragon Ancient Bronze Dragon

Five mythic rare Dragons each with an ability to roll a d20 when they deal combat damage to a player.

Rare background legends Lae’zel, Vlaakith’s Champion Gale, Waterdeep Prodigy Shadowheart, Dark Justiciar Wyll, Blade of Frontiers Jaheira, Friend of the Forest

Five rare legendary creatures with choose a Background.

Rare character spells Lae’zel’s Acrobatics Gale's Redirection Astarion's Thirst Wyll's Reversal Jaheira's Respite

Five rare instants that depict the cycle of rare background legends.

Rare backgrounds Noble Heritage Shameless Charlatan Cultist of the Absolute Popular Entertainer Raised by Giants

Five rare Backgrounds.

Rare adventurers White Plume Adventurer Tomb of Horrors Adventurer Ravenloft Adventurer Caves of Chaos Adventurer Undermountain Adventurer

Five rare creatures that take the initiative and become more powerful if you've completed a dungeon.

Gem dragons Crystal Dragon Sapphire Dragon Topaz Dragon Amethyst Dragon Emerald Dragon

Five uncommon dragons with adventure, corresponding to the 5 types of Gem Dragon in D&D.

Uncommon "dethrone" backgrounds Veteran Soldier Sword Coast Sailor Agent of the Shadow Thieves Guild Artisan Hardy Outlander

Five uncommon Backgrounds that check if you are attacking the opponent with the most life.

Uncommon dice rollers Contraband Livestock Cone of Cold Nothic Thunderwave Overwhelming Encounter

Five uncommon spells that have the caster roll a d20. Each have a "critical hit" for a natural 20.

Common dice rollers Recruitment Drive Contact Other Plane Myrkul's Edict Hoarding Ogre Druid of the Emerald Grove

Five common spells that have the caster roll a d20. Each have a "critical hit" for a natural 20.

Invokers Bane's Invoker Tymora's Invoker Myrkul’s Invoker Bhaal's Invoker Silvanus's Invoker

Five common creatures with an activated ability costing {8}.

Common backgrounds Flaming Fist Candlekeep Sage Scion of Halaster Tavern Brawler Master Chef

Five common Backgrounds.

Thriving gates Citadel Gate Sea Gate Black Dragon Gate Cliffgate Manor Gate

Five common Gates that are functional reprints of the Thriving lands but with the added subtype.

Impetuses Martial Impetus Psychic Impetus Parasitic Impetus Shiny Impetus Predatory Impetus

Five uncommon Auras that goad the enchanted creature, and have an additional benefit whenever they attack.

Diamonds Marble Diamond Sky Diamond Charcoal Diamond Fire Diamond Moss Diamond

Five common artifacts that each cost {2} to cast, enters the battlefield tapped, and produces one mana of the appropriate color when tapped.

Cycle name {W}{U} {U}{B} {B}{R} {R}{G} {G}{W}

Bond lands Sea of Clouds Morphic Pool Luxury Suite Spire Garden Bountiful Promenade

Five rare dual lands that enter the battlefield tapped, unless you have two or more opponents. Reprinted from Battlebond.

Double cycles

Cycle name {W}{U} {U}{B} {B}{R} {R}{G} {G}{W} {W}{B} {U}{R} {B}{G} {R}{W} {G}{U}

Gold rares The Council of Four Jon Irenicus, Shattered One Raphael, Fiendish Savior Raggadragga, Goreguts Boss Gluntch, the Bestower Astarion, the Decadent Neera, Wild Mage Baba Lysaga, Night Witch Duke Ulder Ravengard Alaundo the Seer

Ten rare dual-colored legendary creatures.

Gold signposts Oji, the Exquisite Blade Rilsa Rael, Kingpin Mahadi, Emporium Master Thrakkus the Butcher Cadira, Caller of the Small Minthara, Merciless Soul Lozhan, Dragons’ Legacy Kagha, Shadow Archdruid Commander Liara Portyr Korlessa, Scale Singer

Ten uncommon dual-colored legendary creatures, each a signpost for a draft archetype.

Uncommon legend pairs Abdel Adrian, Gorion's Ward Imoen, Mystic Trickster Sivriss, Nightmare Speaker Ganax, Astral Hunter Halsin, Emerald Archdruid Lulu, Loyal Hollyphant Vhal, Candlekeep Researcher Viconia, Drow Apostate Amber Gristle O'Maul Wilson, Refined Grizzly

Alora, Merry Thief Safana, Calimport Cutthroat Gut, True Soul Zealot Skanos Dragonheart Ellyn Harbreeze, Busybody Sarevok, Deathbringer Livaan, Cultist of Tiamat Erinis, Gloom Stalker Rasaad yn Bashir Renari, Merchant of Marvels

Ten pairs of uncommon monocolored legendary creatures choose a Background, each making a signpost for a draft archetype.

Cycle name {G}{W}{U} {W}{U}{B} {U}{B}{R} {B}{R}{G} {R}{G}{W} {R}{W}{B} {G}{U}{R} {W}{B}{G} {U}{R}{W} {B}{G}{U}

Tricolor legends Gorion, Wise Mentor Bane, Lord of Darkness Zevlor, Elturel Exile Bhaal, Lord of Murder Mazzy, Truesword Paladin Jan Jansen, Chaos Crafter Miirym, Sentinel Wyrm Myrkul, Lord of Bones Dynaheir, Invoker Adept Nine-Fingers Keene

Ten rare tri-colored legendary creatures.

Mini-cycles

Commander Legends: Battle for Baldur's Gate has one cycle of three cards:

Cycle name {U} {R} {G}

Orbs of Dragonkind Lapis Orb of Dragonkind Carnelian Orb of Dragonkind Jade Orb of Dragonkind

Each of these uncommon mana rocks gives an extra effect if their produced mana is spent in a dragon spell.

Pairs

Mirrored pair Description

Volo, Itinerant Scholar ({U}) Karlach, Fury of Avernus ({R}) Two mythic rare legendary creatures with Choose a Background. They synergize with creatures in different ways: Card draw equal to the noted creature types for Volo, and extra attacking for Karlach.

Young Blue Dragon ({U}) Young Red Dragon ({R}) Two common dragon with adventure.

Lore pair Description

Descent into Avernus ({R}) Ascend from Avernus ({W}) Two cards representing the fall and later rise of Elturel from Avernus.

Reprints

This list only includes the reprints that appear in the draftable main set. The Commander decks feature 245 additional reprints.


Dawnbringer Cleric, first printed in Adventures in the Forgotten Realms.

Martial Impetus, first printed in Commander 2020, last seen in Commander 2021.

Minimus Containment, first printed in Adventures in the Forgotten Realms.

Slaughter the Strong, first printed in Rivals of Ixalan, last seen in Commander Legends.

Contact Other Plane, first printed in Adventures in the Forgotten Realms.

Dream Fracture, first printed in Eventide, last seen in Conspiracy.

Kindred Discovery, first printed in Commander 2017, last seen in The List.

Psychic Impetus, first printed in Commander 2020, last seen in Forgotten Realms Commander.

Run Away Together, first printed in Throne of Eldraine, last seen in Commander Legends.

Ambition's Cost, first printed in Portal Three Kingdoms, last seen in Commander 2021.

Cast Down, first printed in Dominaria, last seen in Commander Legends.

Deadly Dispute, first printed in Adventures in the Forgotten Realms.

Murder, first printed in Magic 2013, last seen in Streets of New Capenna.

Parasitic Impetus, first printed in Commander 2020, last seen in Forgotten Realms Commander.

Skullport Merchant, first printed in Adventures in the Forgotten Realms.

Thieves' Tools, first printed in Adventures in the Forgotten Realms.

Fireball, first printed in Alpha, last seen in The List.

Hoarding Ogre, first printed in Adventures in the Forgotten Realms.

Lightning Bolt, first printed in Alpha, last seen in Secret Lair.

Shiny Impetus, first printed in Commander 2020, last seen in Forgotten Realms Commander.

Band Together, first printed in War of the Spark.

Bramble Sovereign, first printed in Battlebond.[21]

Nature's Lore, first printed in Ice Age, last seen in Forgotten Realms Commander.

Predatory Impetus, first printed in Commander 2020, last seen in Forgotten Realms Commander.

Skullwinder, first printed in Commander 2015, last seen in The List.

Traverse the Outlands, first printed in Commander 2017, last seen in The List.

You Meet in a Tavern, first printed in Adventures in the Forgotten Realms.

Arcane Encyclopedia, first printed in Core Set 2019, last seen in Jumpstart.

Arcane Signet, first printed in Throne of Eldraine, last seen in Neon Dynasty Commander.

Bag of Holding, first printed in Core Set 2020, last seen in Adventures in the Forgotten Realms.

Basilisk Collar, first printed in Worldwake, last seen in Forgotten Realms Commander.

Blade of Selves, first printed in Commander 2015

Burnished Hart, first printed in Theros, last seen in Forgotten Realms Commander.

Charcoal Diamond, first printed in Mirage, last seen in Commander Legends.

Fire Diamond, first printed in Mirage, last seen in Commander Legends.

Gate Colossus, first printed in Ravnica Allegiance.

Geode Golem, first printed in Commander 2018.

Manifold Key, first printed in Core Set 2020, last seen in Time Spiral Remastered.

Marble Diamond, first printed in Mirage, last seen in Commander Legends.

Meteor Golem, first printed in Core Set 2019, last seen in Forgotten Realms Commander.

Mind Stone, first printed in Weatherlight, last seen in Forgotten Realms Commander.

Moss Diamond, first printed in Mirage, last seen in Commander Legends.

Pilgrim's Eye, first printed in Worldwake, last seen in Commander 2021.

Prophetic Prism, first printed in Rise of the Eldrazi, last seen in Commander Legends.

Sky Diamond, first printed in Mirage, last seen in Commander Legends.

Swiftfoot Boots, first printed in Magic 2012, last seen as Streets of New Capenna launch party promo.

Treasure Keeper, first printed in Aether Revolt, last seen in Double Masters.

Universal Solvent, first printed in Aether Revolt, last seen in Commander Legends.

Wayfarer’s Bauble, first printed in Fifth Dawn, last seen in Streets of New Capenna/Commander decks.

The Allied color Bond lands, first printed in Battlebond, last seen in Zendikar Rising/Expeditions.

Command Tower, first printed in Commander 2011, last seen in New Capenna Commander.

Evolving Wilds, first printed in Rise of the Eldrazi, last seen in Innistrad: Double Feature.

Reflecting Pool, first printed in Tempest, last seen in Conspiracy.

Notable cards

Faceless One is a Background creature, and printed at common. As such, it is the second common legendary creature printed, the second legal in Pauper, and fills the role that The Prismatic Piper did in the original Commander Legends and has the same Special rarity. It lacks a creature type.

Venture Forth is the green member of a mega cycle started with Inspiring Refrain and Rousing Refrain (Commander 2021).[22] These are all rare sorceries with suspend 3.

Zevlor, Elturel Exile received errata before it was released, "When you next cast an instant or sorcery spell that targets only a single opponent [...]".[23]

Banned and restricted cards

Much like the Monarch, the Initiative was determined to be a turnwise engine much more powerful when ported to two-player Magic, especially in Eternal, where many decks do not regularly engage in combat. Only one spell could grant the Initiative at three mana, White Plume Adventurer, which made up the "Initiative Stompy" deck with Seasoned Dungeoneer. As such, White Plume Adventurer was banned in March 2023; Delver also suffered a ban that month and the two decks were considered opposing forces.

Preconstructed decks

Commander Legends: Battle for Baldur's Gate features four preconstructed Commander decks that are released as a regular part of a set's product line.[4] These are meant to be on-ramps to Commander.


Theme

deck name Color Identity Commander

{W} {U} {B} {R} {G}

Party Time W B Nalia de'Arnise

Mind Flayarrrs U B Captain N'ghathrod

Draconic Dissent U R Firkraag, Cunning Instigator

Exit from Exile R G Faldorn, Dread Wolf Herald


Card Conversions


Card

Type

Conversion

Element

150

Creature, Insect Bat

Bloodseeker

Animal -1


Magic Flavored Masterminds; Cerdon G1

  Adapted from Dominaria - MTG Wiki Cerdon’s rich history tells a story of a diverse and thriving world that nearly collapsed from the weig...