Next month, Wizards of the Coast is mixing two of its biggest properties once again, but this time with a Commander twist. Commander Legends: Battle for Baldur's Gate brings D&D flavor back to Magic: The Gathering in a fully draftable set focused on the Commander format.
Like the previous Adventures in the Forgotten Realms set from last summer, Commander Legends: Battle for Baldur's Gate let's Magic players step foot into the existing role-playing world of Forgotten Realms, but with a tighter focus on the settlement of Baldur's Gate. The set takes inspiration from the D&D rulebooks and adventures and uses locations and characters from Bioware's classic Baldur's Gate video games and Larian Studio's upcoming Baldur's Gate III. And yes, Minsc and Boo are back in action, but this time in Planeswalker form!
Let's look at some of the cards and mechanics coming in Commander Legends: Battle for Baldur's Gate.
A mechanic called Monarch has been a mainstay in Commander matches for years, and Battle for Baldur's Gate is bringing an interesting new variant in this new set with «the initiative.» The initiative in Dungeons and Dragons determines the turn order for players and NPCs, but the Magic version works a little differently.
For the first person at the table to gain the initiative, a spell will have to be cast, like the one above, that includes the words «take the initiative» in the rules text. This will give that player the chance to venture into a special dungeon named after the legendary Forgotten Realms location, Undercity, which can only be ventured into by someone with the initiative. No other previous venture cards will push you forward in the dungeon, though, so you'll want to keep the initiative in your control if at
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