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Adventures in the Forgotten Realm Spoilers: Daily Roundup for June 29, 2021

It’s finally upon us- the official spoiler season for Adventures in the Forgotten Realm has kicked off in earnest, and we have a TON of cards from the new set to look at! The purpose of the Daily Roundup is to compile all of the spoilers from each day onto one easy-to-browse page. A couple of notes before we dive in:

  • This page is a WIP and will be regularly updated throughout the day as more cards are previewed.
  • This time around, there are far too many cards to provide analysis for each here. Some commentary will be provided but not for everything.
  • Some cards have been previewed in languages other than English with no official translation currently available. Be aware that the exact wording of cards with non-English text may or may not be perfectly accurate.
  • The regular versions of cards have been listed here when available. Special card versions (Borderless, Showcase, etc) can be viewed on our main spoilers page.

Let’s get started! Cards have been listed alphabetically and categorized by rarity. Due to the overall length of the page, here are some links if you’d like to jump around.

Quick Links:

Mythic

The Book of Vile Darkness

  • Card Name: The Book of Vile Darkness
  • Mana Cost: {B}{B}{B}
  • Card Type: Legendary Artifact
  • Rarity: Mythic
  • Card Text:
    At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.
    {T}, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible. It gains all triggered abilities of the exiled cards.

The Book of Vile Darkness is an interesting token generator that may end up being useful for sacrifice decks, particularly if that archetype survives rotation. The activated ability seems like a lot of fun, but also seems very difficult to trigger- especially with artifact removal hanging around both Standard and Historic in the form of Prismari Command.

Ebondeath, Dracolich

  • Card Name: Ebondeath, Dracolich
  • Mana Cost: {2}{B}{B}
  • Card Type: Legendary Creature – Zombie Dragon
  • Rarity: Mythic
  • Card Text:
    Flash
    Flying
    Ebondeath, Dracolich enters the battlefield tapped.
    You may cast Ebondeath, Dracolich from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
  • Power/Toughness: 5/2

There’s been a lot of buzz around this card, and rightly so- Ebondeath, Dracolich is an aggressive threat that recurs itself from the graveyard. On its own, a 4 mana 5/2 that enters the battlefield tapped isn’t a great rate. But this Zombie Dragon can be cast from its owner’s graveyard on any turn where a different creature with has gone to the graveyard, and since it has flash, this includes the opponent’s turns as well. This is a pretty easy ask, especially in sacrifice decks or any deck that has lots of removal.

Flameskull

  • Card Name: Flameskull
  • Mana Cost: {1}{R}{R}
  • Card Type: Creature – Skeleton
  • Rarity: Mythic
  • Card Text:
    Flying
    Flameskull can’t block.
    Rejuvenation – When Flameskull dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can’t play the other card, and vise versa.)
  • Power/Toughness: 3/1

Icingdeath, Frost Tyrant

  • Card Name: Icingdeath, Frost Tyrant
  • Mana Cost: {2}{W}{W}
  • Card Type: Legendary Creature – Dragon
  • Rarity: Mythic
  • Card Text:
    Flying, vigilance
    When Icingdeath, Frost Tyrant, dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact with “Equipped creature gets +2/+0,” “Whenever equipped creature attacks, tap target creature defending player controls,” and equip {2}.
  • Power/Toughness: 4/3

The Tarrasque

  • Card Name: The Tarrasque
  • Mana Cost: {6}{G}{G}{G}
  • Card Type: Legendary Creature – Dinosaur
  • Rarity: Mythic
  • Card Text:
    The Tarrasque has haste and ward {10} as long as it was cast.
    Whenever The Tarrasque attacks, it fights target creature defending player controls.
  • Power/Toughness: 10/10

Xanathar, Guild Kingpin

  • Card Name: Xanathar, Guild Kingpin
  • Mana Cost: {4}{U}{B}
  • Card Type: Legendary Creature – Beholder
  • Rarity: Mythic
  • Card Text:
    At the beginning of your upkeep, choose target opponent. Until end of turn, that player can’t cast spells, you may look at the top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way.
  • Power/Toughness: 5/6

Xanathar, Guild Kingpin reads like a card that was designed more for Commander formats than Standard. While it is a powerful effect, there are a lot of powerful things you can cast in Standard for 6 mana, and this doesn’t seem like the best option. I’ll try to reserve judgement until we see this card in action, but I don’t expect it to show up much, if at all, in competitive play. That being said, it does seem like a fun card to play, and players will surely experiment with Xanathar across multiple formats.

[Top of Page] • [Mythics] • [Rares] • [Commons/Uncommons]

Rare

Adult Gold Dragon

  • Card Name: Adult Gold Dragon
  • Mana Cost: {3}{R}{W}
  • Card Type: Creature – Dragon
  • Rarity: Rare
  • Card Text:
    Flying, lifelink, haste
  • Power/Toughness: 4/3

Adult Gold Dragon almost seems like a combination of Skyknight Legionaire and Baneslayer Angel, neither of which saw heavy play when they were recently in Standard. Still, the lifelink makes an unblocked Adult Gold Dragon an eight life swing, and haste means it can get at least one attack around sorcery speed removal.

The Blackstaff of Waterdeep

  • Card Name: The Blackstaff of Waterdeep
  • Mana Cost: {U}
  • Card Type: Legendary Artifact
  • Rarity: Rare
  • Card Text:
    You may choose not to untap The Blackstaff of Waterdeep during your untap step.
    Animate Walking Statue – {1}{U},{T}: Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.

Circle of Dreams Druid

  • Card Name: Circle of Dreams Druid
  • Mana Cost: {G}{G}{G}
  • Card Type: Creature – Elf Druid
  • Rarity: Rare
  • Card Text:
    {T}: Add {G} for each creature you control.
  • Power/Toughness: 2/1

Circle of Dreams Druid is very notable for having the same activated ability as Gaea’s Cradle, a $1,000 reserved list card. However, that ability being on a creature makes this card a significant downgrade, since you have to pay 3 to cast it and it’s much more vulnerable to removal. Still, Circle of Dreams Druid is sure to cause a lot of excitement for commander players, and may turn out to be good in Standard as well. The ceiling is very high for this card, and the worst case scenario isn’t awful either.

Cave of the Frost Dragon

  • Card Name: Cave of the Frost Dragon
  • Card Type: Land
  • Rarity: Rare
  • Card Text:
    If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
    {T}: Add {W}.
    {4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It’s still a land.

Dragon Turtle

  • Card Name: Dragon Turtle
  • Mana Cost: {1}{U}{U}
  • Card Type: Creature – Dragon Turtle
  • Rarity: Rare
  • Card Text:
    Drag Below – When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don’t untap during their controller’s next untap steps.
  • Power/Toughness: 3/5

Gelatinous Cube

  • Card Name: Gelatinous Cube
  • Mana Cost: {2}{B}{B}
  • Card Type: Creature – Ooze
  • Rarity: Rare
  • Card Text:
    Engulf – When Gelatinous Cube enters the battlefield, exile target non-Ooze creature an opponent controls until Gelatinous Cube leaves the battlefield.
    Dissolve – {X}{B}: Put target creature card with mana value X exiled with Gelatinous Cube into it’s owner’s graveyard.
  • Power/Toughness: 4/3

Grazilaxx, Illithid Scholar

  • Card Name: Grazilaxx, Illithid Scholar
  • Mana Cost: {1}{U}{U}
  • Card Type: Legendary Creature – Horror
  • Rarity: Rare
  • Card Text:
    Whenever a creatures you control becomes blocked, you may return it to its owner’s hand.
    Whenever one or more creatures you control deal combat damage to a player, draw a card.
  • Power/Toughness: 3/2

Hall of the Storm Giant

  • Card Name: Hall of the Storm Giants
  • Card Type: Land
  • Rarity: Rare
  • Card Text:
    If you control two or more other lands, Hall of the Storm Giants enters the battlefield tapped.
    {T}: Add {U}.
    {5}{U}: Until end of turn, Hall of the Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It’s still a land.

Hive of the Eye Tyrant

  • Card Name: Hive of the Eye Tyrant
  • Card Type: Land
  • Rarity: Rare
  • Card Text:
    If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.
    {T}: Add {B}.
    {3}{B}: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and “Whenever this creature attacks, exile target card from defending player’s graveyard.” It’s still a land.

Minion of the Mighty

  • Card Name: Minion of the Mighty
  • Mana Cost: {R}
  • Card Type: Creature – Kobold
  • Rarity: Rare
  • Card Text:
    Menace
    Pack tactics – Whenever Minion of the Mighty attacks, if you attacked with creatures with total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking.
  • Power/Toughness: 0/1

Ochre Jelly

  • Card Name: Ochre Jelly
  • Mana Cost: {X}{G}
  • Card Type: Creature – Ooze
  • Rarity: Rare
  • Card Text:
    Trample
    Ochre Jelly enters the battlefield with X +1/+1 counters on it.
    Split – When Ochre Jelly dies, if it had two or more +1/+1 counters, create a token that’s a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters, rounded down.
  • Power/Toughness: 0/0

Orb of Dragonkind

  • Card Name: Orb of Dragonkind
  • Mana Cost: {1}{R}
  • Card Type: Artifact
  • Rarity: Rare
  • Card Text:
    {1}, {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
    {R}, {T}, Sacrifice Orb of Dragonkind: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Oswald Fiddlebender

  • Card Name: Oswald Fiddlebender
  • Mana Cost: {1}{W}
  • Card Type: Legendary Creature – Gnome Artificer
  • Rarity: Rare
  • Card Text:
    Magical Tinkering – {W}, {T}, Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the mana value of the sacrificed artifact’s mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
  • Power/Toughness: 2/2

Sphere of Annihilation

  • Card Name: Sphere of Annihilation
  • Mana Cost: {X}{B}
  • Card Type: Artifact
  • Rarity: Rare
  • Card Text:
    Sphere of Annihilation enters the battlefield with X void counters on it.
    At the beginning of your upkeep, exile Sphere of Annihilation, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.

Werewolf Pack Leader

  • Card Name: Werewolf Pack Leader
  • Mana Cost: {G}{G}
  • Card Type: Creature – Human Werewolf
  • Rarity: Rare
  • Card Text:
    Pack tactics – Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
    {3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn’t a Human.
  • Power/Toughness: 3/3

Wight

  • Card Name: Wight
  • Mana Cost: {1}{B}
  • Card Type: Creature – Zombie Soldier
  • Rarity: Rare
  • Card Text:
    Wight enters the battlefield tapped.
    Life Drain – Whenever a creature dealt damage by Wight this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
  • Power/Toughness: 3/3

Wish

  • Card Name: Wish
  • Mana Cost: {2}{R}
  • Card Type: Sorcery
  • Rarity: Rare
  • Card Text:
    You may play a card you own from outside the game this turn.

[Top of Page] • [Mythics] • [Rares] • [Commons/Uncommons]

Common/Uncommon

Baleful Beholder

  • Card Name: Baleful Beholder
  • Mana Cost: {4}{B}{B}
  • Card Type: Creature – Beholder
  • Rarity: Common
  • Card Text:
    When Baleful Beholder enters the battlefield, choose one –
    •Antimagic Cone – Each opponent sacrifices an enchantment.
    •Fear Ray – Creatures you control gain menace until end of turn.
  • Power/Toughness: 6/5

Battle Cry Goblin

  • Card Name: Battle Cry Goblin
  • Mana Cost: {1}{R}
  • Card Type: Creature – Goblin
  • Rarity: Uncommon
  • Card Text:
    {1}{R}: Goblins you control get +1/+0 until end of turn.
    Pack Tactics – Whenever Battle Cry Goblin attacks, if you attacked with creatures with a total power 6 or greater this combat, create a 1/1 red Goblin creature token that’s tapped and attacking.
  • Power/Toughness: 2/2

Black Dragon

  • Card Name: Black Dragon
  • Mana Cost: {5}{B}{B}
  • Card Type: Creature – Dragon
  • Rarity: Uncommon
  • Card Text:
    Flying
    Acid Breath – When Black Dragon enters the battlefield, target creature an opponent control gets -3/-3 until end of turn.
  • Power/Toughness: 4/4

Bull’s Strength

  • Card Name: Bull’s Strength
  • Mana Cost: {1}{G}
  • Card Type: Instant
  • Rarity: Common
  • Card Text:
    Target creature gets +2/+2 and gains trample until end of turn. Untap it.

Celestial Unicorn

  • Card Name: Celestial Unicorn
  • Mana Cost: {2}{W}
  • Card Type: Creature – Unicorn
  • Rarity: Common
  • Card Text:
    Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
  • Power/Toughness: 3/2

Charmed Sleep

  • Card Name: Charmed Sleep
  • Mana Cost: {1}{U}{U}
  • Card Type: Enchantment – Aura
  • Rarity: Common
  • Card Text:
    Enchant creature
    When Charmed Sleep enters the battlefield, tap enchanted creature.
    Enchanted creature doesn’t untap during its controller’s untap step.

Choose Your Weapon

  • Card Name: Choose Your Weapon
  • Mana Cost: {2}{G}
  • Card Type: Instant
  • Rarity: Uncommon
  • Card Text:
    Choose one –
    •Two-Weapon Fighting – Double target creature’s power and toughness until end of turn.
    •Archery – This spell deals 5 damage to target creature with flying.

Dawnbringer Cleric

  • Card Name: Dawnbringer Cleric
  • Mana Cost: {1}{W}
  • Card Type: Creature – Human Cleric
  • Rarity: Common
  • Card Text:
    When Dawnbringer Cleric enters the battlefield, choose one –
    •Cure Wounds – You gain 2 life.
    •Dispel Magic – Destroy target enchantment.
    •Gentle Repose – Exile target card from a graveyard.
  • Power/Toughness: 1/3

Devour Intellect

  • Card Name: Devour Intellect
  • Mana Cost: {B}
  • Card Type: Sorcery
  • Rarity: Common
  • Card Text:
    Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards that card.

Dueling Rapier

  • Card Name: Dueling Rapier
  • Mana Cost: {R}
  • Card Type: Artifact – Equipment
  • Rarity: Common
  • Card Text:
    Flash
    When Dueling Rapier enters the battlefield, attach it to target creature you control.
    Equipped creature gets +2/+0.
    Equip {4}

Fifty Feet of Rope

  • Card Name: Fifty Feet of Rope
  • Mana Cost: {1}
  • Card Type: Artifact
  • Rarity: Uncommon
  • Card Text:
    Climb Over – {T}: Target Wall can’t block this turn.
    Tie Up – {3}, {T}: Target creature doesn’t untap during its controller’s next untap step.
    Rappel Down – {4}, {T}: Venture into the dungeon. Activate this ability only as a sorcery.

Green Dragon

  • Card Name: Green Dragon
  • Mana Cost: {4}{G}{G}
  • Card Type: Creature – Dragon
  • Rarity: Uncommon
  • Card Text:
    Flying
    Poison Breath – When Green Dragon enters the battlefield, until end of turn, whenever a creature an opponent control is dealt damage, destroy it.
  • Power/Toughness: 4/4

Guild Thief

  • Card Name: Guild Thief
  • Mana Cost: {1}{U}
  • Card Type: Creature – Orc Rogue
  • Rarity: Uncommon
  • Card Text:
    Whenever Guild Thief deals combat damage to a player, put a +1/+1 counter on it.
    Cunning Action – {3}{U}: Guild Thief can’t be blocked this turn.
  • Power/Toughness: 1/1

Hobgoblin Captain

  • Card Name: Hobgoblin Captain
  • Mana Cost: {1}{R}
  • Card Type: Creature – Goblin Barbarian
  • Rarity: Common
  • Card Text:
    Pack tactics – Whenever Hobgoblin Captain attacks, if you attacked with creatures with total power 6 or greater this combat, Hobgoblin Captain gains first strike until end of turn.
  • Power/Toughness: 3/1

Inspiring Bard

  • Card Name: Inspiring Bard
  • Mana Cost: {3}{G}
  • Card Type: Creature – Elf Bard
  • Rarity: Common
  • Card Text:
    When Inspiring Bard enters the battlefield, choose one –
    •Bardic Inspiration – Target creature gets +2/+2 until end of turn.
    •Song of Rest – You gain 3 life.
  • Power/Toughness: 1/1

Intrepid Outlander

  • Card Name: Intrepid Outlander
  • Mana Cost: {1}{G}
  • Card Type: Creature – Orc Ranger
  • Rarity: Uncommon
  • Card Text:
    Pack Tactics – Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon.
  • Power/Toughness: 2/3

Mimic

  • Card Name: Mimic
  • Mana Cost: {2}
  • Card Type: Artifact – Treasure
  • Rarity: Common
  • Card Text:
    {T}, Sacrifice Mimic: Add one mana of any color.
    {2}: Mimic becomes a shapeshifter artifact creature with base power and toughness 3/3 until end of turn.

Moon-Blessed Cleric

  • Card Name: Moon-Blessed Cleric
  • Mana Cost: {2}{W}
  • Card Type: Creature – Human Elf Cleric
  • Rarity: Uncommon
  • Card Text:
    Divine Intervention – When Moon-Blessed Cleric enters the battlefield, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
  • Power/Toughness: 3/2

Owlbear

  • Card Name: Owlbear
  • Mana Cost: {3}{G}{G}
  • Card Type: Creature – Bird Bear
  • Rarity: Common
  • Card Text:
    Keen Senses – When Owlbear enters the battlefield, draw a card.
  • Power/Toughness: 4/4

Plundering Barbarian

  • Card Name: Plundering Barbarian
  • Mana Cost: {2}{R}
  • Card Type: Creature – Dwarf Barbarian
  • Rarity: Common
  • Card Text:
    When Plundering Barbarian enters the battlefield, choose one –
    •Smash the Chest – Destroy target artifact.
    •Pry It Open – Create a Treasure token.
  • Power/Toughness: 2/2

Purple Worm

  • Card Name: Purple Worm
  • Mana Cost: {5}{G}{G}
  • Card Type: Creature – Worm
  • Rarity: Uncommon
  • Card Text:
    This spell costs {2} less to cast if a creature died this turn.
    Ward {2}
  • Power/Toughness: 8/7

Ranger’s Hawk

  • Card Name: Ranger’s Hawk
  • Mana Cost: {W}
  • Card Type: Creature – Bird
  • Rarity: Common
  • Card Text:
    Flying
    {3}, {T}, Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery.
  • Power/Toughness: 1/1

Tiger-Tribe Hunter

  • Card Name: Tiger-Tribe Hunter
  • Mana Cost: {3}{R}{R}
  • Card Type: Creature – Human Barbarian
  • Rarity: Uncommon
  • Card Text:
    Trample
    Pack tactics – Whenever Tiger-Tribe Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, Tiger-Tribe Hunter deals damage equal to the sacrificed creature’s power to target creature.
  • Power/Toughness: 4/4

Trelasarra, Moon Dancer

  • Card Name: Trelasarra, Moon Dancer
  • Mana Cost: {G}{W}
  • Card Type: Legendary Creature – Elf Cleric
  • Rarity: Uncommon
  • Card Text:
    Whenever you gain life, put a +1/+1 counter on Trelasarra Moon Dancer and scry 1.
  • Power/Toughness: 2/2

Valor Singer

  • Card Name: Valor Singer
  • Mana Cost: {2}{R}
  • Card Type: Creature – Tiefling Bard
  • Rarity: Common
  • Card Text:
    Combat Inspiration – At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn.
  • Power/Toughness: 2/3

You Come to a River

  • Card Name: You Come to a River
  • Mana Cost: {1}{U}
  • Card Type: Instant
  • Rarity: Common
  • Card Text:
    Choose one –
    •Fight the Current – Return target nonland permanent to its owner’s hand.
    •Find a Crossing – Target creature gets +1/+0 until end of turn and can’t be blocked this turn.

You Find the Villain’s Lair

  • Card Name: You Find the Villain’s Lair
  • Mana Cost: {1}{U}{U}
  • Card Type: Instant
  • Rarity: Common
  • Card Text:
    Choose one –
    •Fell Their Scheme – Counter target spell.
    •Learn Their Secrets – Draw two cards, then discard two cards.

You Hear Something on Watch

  • Card Name: You Hear Something on Watch
  • Mana Cost: {1}{W}
  • Card Type: Instant
  • Rarity: Common
  • Card Text:
    Choose one –
    •Rouse the Party – Creatures you control get +1/+1 until end of turn.
    •Set Off Traps – This spell deals 5 damage to target attacking creature.

You See a Guard Approach

  • Card Name: You See a Guard Approach
  • Mana Cost: {U}
  • Card Type: Instant
  • Rarity: Common
  • Card Text:
    Choose one –
    •Distract the Guard – Tap target creature.
    •Hide – Target creature you control gains hexproof until end of turn.

You See a Pair of Goblins

  • Card Name: You See a Pair of Goblins
  • Mana Cost: {2}{R}
  • Card Type: Instant
  • Rarity: Uncommon
  • Card Text:
    Choose one –
    •Charge Them – Creatures you control get +2/+0 until end of turn.
    •Befriend Them – Create two 1/1 red Goblin creature tokens.

[Top of Page] • [Mythics] • [Rares] • [Commons/Uncommons]

Bonus: Bundle Promotional Card

Treasure Chest

  • Card Name: Treasure Chest
  • Mana Cost: {3}
  • Card Type: Artifact
  • Rarity: Rare
  • Card Text:
    {4}, Sacrifice Treasure Chest: Roll a d20.
    1 | Trapped! – You lose 3 life.
    2-9 | Create five Treasure tokens.
    10-19 | You gain 3 life and draw three cards.
    20 | Search your library for a card. If it’s an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.

We’ll be continuing to cover ongoing spoilers for Adventures in the Forgotten Realms, so stay tuned and be sure to check out our full spoilers page in the meantime.

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Paul
Paul

Dude from Vermont who likes to play Magic and Escape from Tarkov. Musician, writer, and gamer. Submit feedback or corrections to @Paul on the Discord.

Articles: 1503