Greyhawk Adventures
Greyhawk Adventures by Camruth
73 cards in Multiverse
1 with no rarity, 8 commons, 21 uncommons,
27 rares, 3 mythics, 13 tokens
1 token hybrid blackred, 1 token hybrid blueblack, 1 token white, 2 token blue, 1 token hybrid whiteblue, 1 token hybrid greenwhite, 2 token black, 1 token colourless, 1 token hybrid redgreen, 1 token red,
1 token green, 5 white, 5 blue, 5 black, 6 red, 5 green, 15 multicolour, 6 artifact, 13 land
15 comments total
a "Good" D&D set based on the OG of D&D worlds.
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Prevent all damage that would be dealt to Nilbog.
If Nilbog would deal combat damage to a player, prevent that damage and the defending player gains an amount of life equal to the damage prevented this way instead.
If Nilbog would deal combat damage to a player, prevent that damage and the defending player gains an amount of life equal to the damage prevented this way instead.
1/1
Forests you control have Hexproof.
2/3


1/2
Whenever you cast or copy an instant or sorcery spell, create a 1/1 blue Wizard creature token.
Tap five untapped Wizards you control: Return target Instant or Sorcery card from your graveyard to your hand.
Sacrifice a Wizard: Return Boccob to its owner's hand.
Tap five untapped Wizards you control: Return target Instant or Sorcery card from your graveyard to your hand.
Sacrifice a Wizard: Return Boccob to its owner's hand.
3/5
Target creature gets +X/+X until end of turn, where X is the number of Forests you control.
Recent comments: (all recent activity)
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It's not that the nilbog heals what it hits, it's that damage dealt to the nilbog causes it to heal
This Nilbog just shouldn't be red to begin with. Damage prevention and life gain are clear white mechanics.
That second ability is also quite narrow a drawback unless an opponent can force an attack to begin with.
I'd run this as a fetchable dual over some of the others. The snow lands, for sure XD
I like the idea of nonbasic lands that encourage playing with basic lands rather than just cram in as many of these as possible.
In DND Lore, a Dretch is the weakest type of Demon, it can gate in others of its kind like most demons but this only has a 50/50 chance of success, whilst very occasionally leading to a small horde of the buggers. This is what I was trying to capture with the card. Also, with cards that let you roll more dice and choose the result this gets much better.
What if the 1-10 was not "Do nothing." but "You may put a card named Dretch from your hand onto the battlefield."?
Not only would it mean the "a deck can have any number"-clause matters again, but it would also help with the scaling, you might prefer that result before 11-19 if you have the card.
Though the card disadvantage is still a thing hurting that option.
Unless you're using a loaded die, this probably isn't very good? You've got a 50% chance of only getting a 1/1, and in exchange you get a 2.5% chance of getting three. (and a faction of a percentage chance of getting more - with an unlimited upside).
So while "It might be worse than a bear, but it might be really good once in a million" is a card I might run, I'm not sure why you'd want to run a deck filled with loads of these. (Is it being basic a holdover from the previous one that went searching for a copy?)
... I kind of want to suggest the old search version in preference - since I went looking to find out what the heck a 'dretch' is and my first hit was a green dragon. So if this was upposed to have a chance of fetching that it would be kind of interesting.
This is a version to remove any seartching/revealing/shuffling/time wasting. Its a little more powerful but much more streamlined
trying something a little different.
You know, Dryads are allowed to have other abilities than forestwalk these days.