Released · Set Guide

Adventures in the Forgotten Realms

Where dungeons, Class enchantments and the d20 arrived in black-bordered Magic.

ReleasedJul 23, 2021
PrereleaseJul 16–22, 2021
Set CodesAFR · AFC
Mechanics4
Release dateJuly 23, 2021
PrereleaseJuly 16–22, 2021
Set codesAFR · AFC
Left StandardSeptember 2022

Magic's first D&D crossover

What this set is

Forgotten Realms is the first Dungeons & Dragons set in black-bordered Magic, and unlike the Universes Beyond releases that followed it, it was a fully Standard-legal premier set rather than a supplemental one.

Three of its ideas were genuinely new to the game. Dungeons are a card type that lives outside your deck and that you move through a step at a time. Class enchantments level up as you pay for them. And the d20 appears in a tournament-legal set for the first time, having previously been confined to un-sets.

Themes

Every mechanic in Forgotten Realms

New

Venture into the dungeon

A keyword action tied to the new Dungeon card type. Dungeons sit outside the game; venturing moves you one room further in and triggers that room's effect, so repeated small triggers accumulate into a real payoff.

New

Dungeons

Three of them, each a different length and reward. They are not in your deck and you do not draft them, which makes venture unusual: the payoff is guaranteed to be available to anyone who has a way to trigger it.

New

Class enchantments

Enchantments with levels you pay to advance, each level adding an ability. A mana sink that stays useful late, built to look like a character sheet.

New

Roll a d20

The first dice rolling in black-bordered Magic. Results are banded, so a roll is a spread of outcomes rather than a coin flip, which keeps the variance readable.

Where You Can Play It

Format legality

Forgotten Realms has left Standard, but that is the only format it left. Unlike the later Universes Beyond sets it was a Standard-legal premier release, so it had a Standard legality to lose in the first place.

Forgotten Realms left Standard at the September 2022 rotation, the one Dominaria United triggered, alongside Zendikar Rising and the rest of that rotation year. A rotation only ever removes cards from Standard, so everything here is still playable in Pioneer, Modern, Legacy, Vintage and Commander. Commons from any set are Pauper-legal; that isn't listed per set here.

Limited

Ten draft archetypes

A full ten-pair format. Venture is the thread through it: every color has some way to trigger it, so the dungeon is a resource nearly every deck can reach.

All ten two-color pairs

Full ten-pair format

Venture spreads across the format rather than sitting in two or three pairs, Class enchantments give the slower decks a mana sink, and the d20 cards concentrate in red.

Commander

The four Commander decks

One per broad D&D archetype, with 62 new cards between them.

Aura of Courage

Galea, Kindler of Hope

White-green-blue Auras and Equipment.

Dungeons of Death

Sefris of the Hidden Ways

White-blue-black, built on venture and the graveyard.

Draconic Rage

Vrondiss, Rage of Ancients

Red-green Dragons.

Planar Portal

Prosper, Tome-Bound

Black-red exile and Treasure, and the most played of the four by some distance.

Building one of these into something of your own? The precon buying guide covers how to judge a deck, and the Commander deck template is the shape to build toward.

FAQ

Common questions

Is Adventures in the Forgotten Realms still Standard legal?

No. It left Standard at the September 2022 rotation, the one Dominaria United triggered, along with Zendikar Rising, Kaldheim and Strixhaven. AFR cards are still legal in Pioneer, Modern, Legacy, Vintage and Commander.

How does venture into the dungeon work?

Venturing moves you one room further into a dungeon and triggers that room's effect. Dungeons are a card type that sits outside your deck rather than in it, so you do not have to draw one to use it. If you have not entered a dungeon yet, you choose which of the three to start.

How many dungeons are there?

Three, each a different length with a different reward at the end. They are not in your deck and you do not draft them, which is what makes venture available to any deck with a way to trigger it.

What is a Class enchantment?

An enchantment with levels you pay mana to advance, each level adding an ability. It works as a mana sink that stays relevant into the late game, and it is laid out to read like a character sheet.

Was Forgotten Realms the first Magic set with dice rolling?

It is the first in black-bordered Magic. Dice had appeared in un-sets before, but never in a tournament-legal set. Results are banded rather than one effect per number, so a roll is a spread of outcomes rather than a coin flip.

How many Commander decks did Forgotten Realms have?

Four: Aura of Courage, Dungeons of Death, Draconic Rage and Planar Portal, with 62 new cards between them.

Playing Forgotten Realms in Commander?

TurnZero HQ keeps deck records, MMR, and moments for every Commander night, so you can see which new cards are actually earning their slot.

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