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Top commons for Adventures in the Forgotten Realms Draft

I've been playing Magic: The Gathering for some time, and today I want to share my tricks.


Minimus containment is the classic 2W cost card that allows us to face and contain (pun not intended) the greatest number of types of threats that the opponent can play against us. It can imprison Planeswalkers, Creatures, Enchantments, etc.
This type of card for its versatility of play and the simple cost even to splash in decks of other colours make it a good pick in any situation.
The ability for the opponent to exploit the treasure is not like an overly relevant upside in a medium-long game but at least it allows an option for those decks that do not have access to specific hate for enchantments. Fair.

Planar Ally is a good flying creature and the ability to venture into the dungeon with every attack makes it very useful for all white-based decks that want to have access to this mechanic, especially in archetypes like White-Blue and White-Black.
The power and toughness of 3/3 allow him to survive most of the possible common rarity blockers and some good combat tricks could allow him to survive even the largest ones, so it may be difficult for the opponent to have the cards just to be able to stop it or he could be forced to waste important resources to stop it.

Priest of Ancient Lore's base stats are not extraordinary but the ability to draw a card upon entry makes it interesting as it speeds up our options for the first few turns and prevents the opponent from gaining card advantage thanks to its low constitution.
The gain of a single health point may seem too small but if coordinated with the cards of the white-green archetype it could be really useful.
More than a creature, see it as sorcery that cycles for a new card and that gives us a life point and a 2/1 token.


Charmed Sleep is not a sensational card (it's also a reprint) but it is a card that gets the job done.
It simply renders the opponent's most dangerous creature card harmless. Usually, these cards have a cost of 3U while in this case, we are at a cost of 1UU which makes it less easy to use in decks that do not play blue as the main colour.

Djinni Windseer is a great card for being a common rare.
Usually in limited a 3/3 4 cost card is easily playable and this will be no exception. At the cost of 4, we also have an excellent evasion skill and an ETB bonus. Usually, this type of card in a Core Set would cost at least 5 mana.
The single coloured cost makes it easy to fit into all decks that play blue even as a secondary colour.

Contact other plane is a good instant card that could potentially also be played by control decks in the standard format with rotation coming soon.
Therefore it could be a good option for all limited decks that have access to blue and need to have additional cards in the mid to late game.
In UR decks related to the d20 roll mechanic, this card will easily give us the second effect in most cases making it extremely useful.

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Grim Bounty is a variant of the classic 2BB common card that destroys a creature or planeswalker with an additional added effect.
This is not a problem, as it always remains one of the best common rarity cards in the expansion, but it tends to make all the sets too much equal to each other and often does not lead to real upheavals of the structure of the set or of the gameplay.
Since we are still in a Core Set it is an optimal choice to avoid planeswalkers or large creatures from catching us off guard.
The treasure token can also be of assistance in the Red-Black treasure-based deck. Are we sure that such a large creature couldn't give us some additional gold?

In this expansion, creatures tend to have slightly higher average toughness than average strength and therefore this can lead to stalemates on the battlefield.
In these situations, a card like Thieves' Tools helps move the situation in our favour.
Generates a small treasure useful in any situation and can make one of our creatures unblockable allowing us to inflict the least damage to win the game or allow us in the Blue-Black archetype to inflict damage on the opponent with the right creatures to get extra resources.

Very often it's easy to see 2/2 deathtouch creatures in both green and black with a mana value of 3.
Yuan-Ti Fang-Blade also adds to this the ability to venture into the dungeon when dealing damage to the opponent.
It is not particularly striking but it provides an additional option and makes it even more difficult for the opponent to block it by losing an important piece of their strategy or to choose to let it pass and give us a little extra advantage. Perhaps we find ourselves in a condition in which the 2 damage is not particularly relevant but venturing into the dungeon with consistency could be a factor not to be overlooked.
This card can be easily inserted into many black-based decks, such as the black-white deck that gains additional benefits when completing a dungeon, the black-blue deck that gains advantages by dealing direct damage to the opponent and the Black-green deck.


Dragon's fire is a low-cost instant spell that can, however, allow us to remove one of your opponent's creatures or a planeswalker.
Cannot hit players (a small but heavy drawback).
It won't be easy to inflict more than 3 damage (there are only 16 dragons in the set and their strength is generally between 3 and 7), the easiest option is to inflict 4 damage thanks to Jaded Sell-Sword (as a common card ) but that shouldn't be a problem anyway.
I would have preferred another type of upgrade such as a treasure token or similar.

Valour Singer will often be a 3/3 for 3 most of the time and that already would make it easy to fit into our 40-card deck.
In addition to this, it is in a colour where the main mechanic is pack tactics and therefore we will be rewarded for attacking with an overall strength of 6 or higher.
Even if he doesn't attack in person (to avoid losing him or due to summoning sickness) he can still make his contribution to the other attackers, exactly what a bard should do ...

Boots of Speed ​​are low-cost gear but they provide haste to one of our creatures allowing us to attack with it in the same turn it was cast.
It may be a marginal advantage but it can be extremely useful for maintaining high pressure on the opponent or for speeding up the large creatures offered by red or other colours, especially green. It can also be useful in the equipment-themed red-white deck.
The small bonus provided to the equipped creature's strength can also help meet pack tactics requirements.


Owlbear is an excellent creature with a balanced power and toughness ratio for the cost we have to pay, the ability to draw a card is truly the icing on the cake.
In this expansion there are not many creatures with trample and Owlbear is one of them, making it difficult for the opponent to block and fearsome with possible combat tricks.

Elturgard Ranger is one of the few creatures with reach and allows us to field a total power and toughness of 6/3 for 5 splits between two creatures.
This has several advantages, it can easily activate the pack tactics of our other cards or allows us to block two of the opponent's creatures if we are in defence.
Elturgard Ranger has also achieved that he can be very useful in some cases, too bad the constitution of 1 isn't much in his favour.

Gnoll Hunter is a 2/2 for 2. Fair. At least in the beginning.
Yes, because every time he attacks and pack tactics is triggered he gets slightly bigger and bigger.
Very easily he could go slightly unnoticed in the first few attacks if we have other creatures large enough to draw the opponent's attention to them. After this initial phase, the Gnoll Hunter himself could become one of the biggest threats to the opponent and grabbing more than one of these creatures could be a good choice to make during our draft.

© 2021 Christian Allasia

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