Pack Tactics is the Magic: Puzzle Quest version of the flavoured Pack Tactics that takes into consideration the total amount of power of all attacking creatures in order to trigger an effect
In Magic: Puzzle Quest, Pack Tactics is a named trigger that activates special effects if the player controls 2 or more buffed creatures at the beginning of combat. Pack Tactics reads:“At the beginning of combat on your turn, if you control 2 or more buffed creatures, perform the following effect(s).”
Venture is the Magic: Puzzle Quest version of Venture into the Dungeon that enables players to play dungeon cards from outside the game and advance through their rooms.
In Magic: Puzzle Quest, when players Venture into the Dungeon, if they don’t already control a Dungeon at play, a prompt (similar to STX’s Learn) will be presented for players to choose one to be put into play. When they do, the dungeon will enter the board as a support of its first room, triggering its effects. If they already control a dungeon at play, they’ll advance to its next room and trigger its effects.
When a dungeon is completed, the player will earn Dungeon Spoils, a player evergreen that lists all completed dungeons, used for payoffs for having completed a dungeon.
Venture is both a keyword and an evergreen that reads:“If you don’t control a Dungeon, pick and create a Dungeon support under your control. Otherwise, destroy your Dungeon support. Then, advance to one of the available rooms.”
Dungeon is both a subtype and an evergreen that reads:“When you Venture into the last dungeon room, perform its effects, gain Dungeon Spoils, and destroy your dungeon support.”
Roll a D20 is the Magic: Puzzle Quest version of AFR’s cards that ask the players to roll a die.
In Magic: Puzzle Quest, when players Roll a D20, their board will shuffle. This is designed not only to provide the randomness flavor of a die, but also so that board mechanics (like KHM’s Foretell/Foretold) can be more adaptable and easy to trigger.
After shuffling, the player’s D20 evergreen will be updated with a random number from 1 to 20. Cards that roll a die perform different effects according to the value displayed on the D20 player evergreen.
Roll a D20 is both a keyword and evergreen icon that reads“Shuffle the board and roll a D20. If you don’t have a D20 evergreen, gain one. Then, perform one of the following effects according to the value displayed on your D20 evergreen.”
D20 is player evergreen icon that reads:“Whenever a card rolls a D20, randomize a value from 1 to 20.”
Hired is the Magic: Puzzle Quest version of cards that trigger special effects when mana from a treasure was used to cast them
In Magic: Puzzle Quest, treasure tokens will be adapted to give the evergreen icon named Hired to whichever cards they give mana to. Some cards will activate special effects if they have the Hired evergreen when cast. Hired reads:“This card received mana from a Treasure.”
Max Level Stats
Monk of the Open Hand
(White) Creature - Elf Monk (1/1) Token
When you cast your second card each turn: Increase this card's Level by 1.
When this card's Level is increased: Reinforce this creature. Then: Disable target opposing creature without Double Strike, First Strike, or Vigilance until the beginning of your next turn. This effect can trigger up to 3 times per turn.
As long as this card's Level is 7 or more — This creature gains Double Strike.
(See Planeswalker Progression HERE)
Faithful Hound
(Blue) Creature - Dog Illusion (1/1) Token
“When this creature attacks: Remove all Buffs from the first opposing Buffed creature.
When this creature enters the battlefield: It gets +2/+2 for each card with a different name in your hand.”
Mordenkainen's Penultimate Cogitation
(Blue) Support Card - Emblem (5) Token
“When you cast a noncopy Spell card for the first time each turn: Roll a D20.
1 - 10: Copy that card. It gains half of its mana.
11 - 18: Copy that card. It gains full mana.
19 - 20: Copy that card. Then, each Spell card in your hand gains full mana.”
“The queen of the Demonweb Pits, the goddess of the Drow, the Dark Mother: Lolth. Those who oppose her rule soon become part of her legion - willingly or not.”Max Level Stats
Demonweb Pits
(Black) Support Card - Emblem (3) Token
“When a creature you control dies: Gain 2 Loyalty.
If that card is a nontoken creature - Create a Black Spider token.
If this support has the Darkness emblem. - When a nontoken creature dies: Create X Black Spider tokens. X is equal to that creature's toughness.”
Black Spider
(Black) Creature - Spider (2/1) Menace, Reach, Token
Red Devil
(Red) Creature (1/1) Token
"When this creature dies, the opponent’s first creature takes damage equal to this creature’s Power."
Blood War
(Red) Support Card - Emblem (4) Token
“When your first creature attacks: Reinforce that creature. It gains Double Strike until end of turn.
If this support has the War emblem — When a creature dies: Deal X damage to your opponent's Planeswalker. X is equal to that creature's power.”
“The bearer of Morningmist brings joy and excitement wherever she sets foot into. Legends? Romances? Adventures? When Ellywick Tumblestrum sings, everyone that listens is able to join the stories.”
(Colorless) Support Card - Artifact Treasure (1) Token
"When this support is destroyed: Gain 3 mana.”
Adventurous Song
(Green) Support Card - Emblem (4) Token
When you make your first match during your turn: Venture into the Dungeon. Then: For each Dungeon you've completed, trigger the following effects —
Dungeon of the Mad Mage: Each card in your hand gains 3 mana.
Lost Mine of Phandelver: Your creatures get +2/+2.
Tomb of Annihilation: Gain 3 life for each Legendary card on the battlefield and in all graveyards.
Gold(Colorless) Support Card - Artifact Treasure (1) Token
Dungeons &...
(White, Blue) Support Card - Emblem (4) Token
“When you Venture into the Dungeon or Roll a D20: Increase this card's Level by 2.
At the end of your opponent's turn: Draw a card.
If this support has the Wealth emblem: You gain X mana.
If this support has the Challenge emblem: You gain X life.
If this support has the Heroism emblem: Your first creature gets +X/+X. X is equal to this card's Level.”
You've Found An Entrance
PvE
Progression Rewards
No Entrance Fee
Standard
All Planeswalkers’ colors are allowed
10 Encounters
There’s an initial encounter related to a node that may unlock another node according to the objective completed
Some of the encounters spawn event supports
Fixed some text issues.
Fixed an issue with The Omenkeel card, where the card’s crew was also triggered for the opponent’s creature.
Fixed the issue with Elven Bow, that wasn't giving reach evergreen to elf token creature cards
Fixed an issue with the Quest objective not being counted if the Quest was received when the player was in a match.
Fixed the issue where Fractal token freezing the game on right conditions.
Fixed an issue with the Kaya, The Inexorable 3rd ability, where the token mechanics didn't work with supports.
Fixed issue with Event Deck creation, when player created an Event Deck and exited editing without using AutoFill, the AutoFill prompt would stay on screen.
Fixed an issue with Rootless Yew, Inevitable End, and Steps Followed, where after the Rootless Yew died or during the card fetch action, a rectangular effect would appear in the middle of the screen
Colors of Magic Rewards Change
Reward Booster Packs have changed for all Tiers as follows:
20 Score Ribbon: IKO to KHM
100 Score Ribbon: ZNR to STX
Dungeons & Dragons - Adventures in the Forgotten Realms (AFR)Check the card gallery HERE.
Xucachris said: The big disappointment for me is I thought we'd progress through the dungeons similar to a saga card, but it looks like each room has to be triggered by a card or action from the player. I've put a dungeon into play twice now in ZE but stayed on the first room.
critman said: Ugh, HATE the dungeons. Please stop hiding important card details behind hypertext!
critman said: jtwood said: critman said: Ugh, HATE the dungeons. Please stop hiding important card details behind hypertext! I have to giggle that they use those itty bitty hyperlinks so much, yet we are told that we can't get targeted support destruction because individual gems are too small to accurately select. Is THAT why we don't get targetted support removal??!?!!! I feel like they should re-examine that decision
jtwood said: critman said: Ugh, HATE the dungeons. Please stop hiding important card details behind hypertext! I have to giggle that they use those itty bitty hyperlinks so much, yet we are told that we can't get targeted support destruction because individual gems are too small to accurately select.