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Wizards of the Coast

Magic the Gathering D&D Dungeons & Dragons Adventures in the Forgotten Realms Draft Boosters (36 Boosters Per Display)

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Regular price $180.00
Sale price $180.00 Regular price

A 36-booster display of Magic: The Gathering's Dungeons & Dragons crossover set, Adventures in the Forgotten Realms. Draft with 2–12 players over roughly two to three hours at medium complexity, recommended for ages 13+, with play built on card drafting, deck building and hand management.

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About the Game

Crack a booster, pass the pack and build a deck on the fly: a draft from this 36-booster display sees players selecting cards one at a time, then battling with decks built from their picks. Each Adventures in the Forgotten Realms Draft Booster contains 15 Magic cards with a guaranteed Rare or Mythic Rare — just add lands and draft with up to 12 players.

Best with 2–12 players, a full draft runs around two to three hours at medium complexity, recommended for ages 13 and up. Key mechanics include card drafting, deck building and hand management.

Released by Wizards of the Coast in 2021, Adventures in the Forgotten Realms was the first full crossover between Magic: The Gathering and Dungeons & Dragons, translating the Forgotten Realms setting into a draftable expansion with dungeon-venturing and twenty-sided-die flavour. It is a themed expansion rather than a revision, playable on its own and compatible with the wider game.

History

Released by Wizards of the Coast in 2021, Adventures in the Forgotten Realms was the first full crossover between Magic: The Gathering and Dungeons & Dragons, bringing the Forgotten Realms setting and its beloved heroes and monsters into a draftable Magic expansion featuring dungeon-venturing and twenty-sided-die flavour.

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Watch: How to play

Rules of Magic the Gathering D&D Dungeons & Dragons Adventures in the Forgotten Realms Draft Boosters (36 Boosters Per Display)

  • Setup: Seat 2–12 players in a circle (around eight is ideal). Give each player three Draft Boosters from the display and have a supply of basic lands ready, as boosters do not include them.
  • First pack: Everyone opens one booster, removes any token or ad card, secretly picks one card and places it face down, then passes the rest of the pack to the left.
  • Keep drafting: Continue picking one card and passing until the pack is empty. Open the second booster passing to the right and the third passing to the left again.
  • Set mechanics: Many cards in this set ask you to roll a twenty-sided die or venture into the dungeon — read card text carefully, as dungeon progress carries over between turns.
  • Build a deck: From the cards you drafted, build a deck of at least 40 cards, adding basic lands freely. Around 17 lands and 23 other spells is a standard split.
  • Battle: Pair off within your group and play best-of-three Magic games using the normal turn structure: draw a card, play a land, cast spells, then attack with creatures.
  • Objective and game end: Win each game by reducing your opponent from 20 life to 0, or by meeting another win condition stated on a card. The event ends once the agreed rounds are finished, and everyone keeps the cards they drafted.

Strategy

  • Stay open early: For your first few picks, simply take the strongest card in each pack rather than locking into colours straight away.
  • Read the signals: If powerful cards in one or two colours keep arriving late in a pack, those colours are probably open — it is usually wise to move into them.
  • Stick to two colours: A two-colour deck runs far more consistently. Only splash a third colour if you have drafted reliable ways to produce that mana.
  • Prioritise creatures and removal: Efficient creatures and spells that deal with opposing threats form the backbone of most strong draft decks.
  • Watch your mana curve: Favour cards costing two to four mana with a few late-game finishers, and avoid overloading on expensive spells.
  • Approach dungeons sensibly: Cards that venture into the dungeon generate steady value, but they shine most once you already have several cards that trigger them — do not force the theme from pick one.
  • Treat d20 cards as a bonus: Dice-rolling effects can swing both ways, so prefer the versions that are still useful even on a low roll.
  • Hold back interaction: Where possible, keep mana available for combat tricks and instant-speed removal — well-timed responses frequently decide Limited games.