Identify this 2021 Magic: The Gathering promotional card as a foil common from the Adventures in the Forgotten Realms Minigames set, cataloged as card number 3.
Magic and Minions // Magic and Minions (cont'd)
2021 • Magic: The Gathering • Adventures in the Forgotten Realms Minigames
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Description
The Magic and Minions // Magic and Minions (cont'd) card serves as a unique promotional tool within the 2021 Adventures in the Forgotten Realms Minigames series. Issued by Wizards of the Coast, this token is designated as card number 3 in the MAFR set code, distinguishing it from standard gameplay cards. Designed primarily for tabletop role-playing interactions, this piece allows players to integrate Magic: The Gathering mechanics into Dungeons & Dragons adventures. Collectors often seek this product for its novelty and cross-franchise appeal. The foil finish adds a layer of visual interest, making it a desirable addition for those who appreciate the intersection of TCG design and fantasy lore. As a double-faced token, it provides utility for one-shot adventures, enabling groups to use booster cards as actions and inspiration. For enthusiasts of the Forgotten Realms universe, this card represents a tangible connection to the crossover event. It stands out in collections not just for its rarity as a promo, but for its functional role in gaming history. Whether you are building a themed archive or simply enjoy unique promotional artifacts, this Magic: The Gathering card offers a distinct piece of gaming culture. It is a well-regarded item among fans who value the creative synergy between these two major fantasy properties.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
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Featured Subject
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Game
Magic: The Gathering
TCG Attributes
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Common
Card Stock
English
Foil
Card
Card Text
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4 players | 2 packs | 45 minutes | d6 OBJECTIVE: Use the cards in a booster to inspire your own one-shot adventure! GET READY: Pick one player to be the *Dungeon Master* (DM). The DM opens a booster and selects a hand of 6 non-land _Magic_ cards to inspire the adventure. They then open a second booster and deal 4 non-land _Magic_ cards to each of the three other players. These cards represent *actions*. Discard all remaining cards. *Actions:* Card color represents the *type* of action, and mana value represents its *power*. • White = Charisma (coercion, leadership, etc.) • Blue = Intelligence (investigation, knowledge, arcane lore, etc.) • Black = Strength (melee attacks, climbing, moving large objects, etc.) • Red = Dexterity (ranged attacks, dodging, sleight of hand, etc.) • Green = Wisdom (common sense, intuition, empathy, etc.) • Colorless = Constitution (running, swimming, resisting disease, etc.)
