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 redgreen, 1 token hybrid greenwhite, 2 token black, 1 token red, 1 token green,
1 token colourless, 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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{r}
 
 R 
Creature – Goblin Rogue
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.
1/1
2 comments
last 2023-05-19 18:38:28 by dude1818
 U 
Creature – Dryad
Forests you control have Hexproof.
2/3
{1}{u}
 
 C 
Creature – Sahuagin Elf
{t}: Add {u}.
1/2
 R 
Legendary Creature – God
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.
3/5
 R 
Sorcery
Target creature gets +X/+X until end of turn, where X is the number of Forests you control.

Recent comments: (all recent activity)
On Nilbog:

It's not that the nilbog heals what it hits, it's that damage dealt to the nilbog causes it to heal

On Nilbog:

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.

On Isolated Wood:

I'd run this as a fetchable dual over some of the others. The snow lands, for sure XD

On Isolated Wood:

I like the idea of nonbasic lands that encourage playing with basic lands rather than just cram in as many of these as possible.

On Dretch:

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.

On Dretch:

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.

On Dretch:

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.

On Dretch:

This is a version to remove any seartching/revealing/shuffling/time wasting. Its a little more powerful but much more streamlined

On Beory, Oerth Mother:

trying something a little different.

On Beory, Oerth Mother:

You know, Dryads are allowed to have other abilities than forestwalk these days.

(All recent activity)
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