Adventures in the Forgotten Realms

Magic Missile

Magic Missile {1}{R}{R}

Sorcery
This spell can't be countered.
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
A tried-and-true favorite of many wizards, whatever their school.
Meteor Swarm

Meteor Swarm {X}{R}{R}{R}

Sorcery
Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.
Sometimes one fireball isn't enough.
Minion of the Mighty

Minion of the Mighty {R}

Creature - Kobold
Menace
Pack tactics — Whenever Minion of the Mighty attacks, if you attacked with creatures with total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking.
0/1
Orb of Dragonkind

Orb of Dragonkind {1}{R}

Artifact
{1}, {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
{R}, {T}, Sacrifice Orb of Dragonkind: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Plundering Barbarian

Plundering Barbarian {2}{R}

Creature - Dwarf Barbarian
When Plundering Barbarian enters the battlefield, choose one —
• Smash the Chest — Destroy target artifact.
• Pry It Open — Create a Treasure token.
2/2
Price of Loyalty

Price of Loyalty {2}{R}

Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn.
"Most folks got mayhem in their hearts. Just gotta know their price."
Red Dragon

Red Dragon {4}{R}{R}

Creature - Dragon
Flying
Fire Breath — When Red Dragon enters the battlefield, it deals 4 damage to each opponent.
Red dragons consider the world and every creature in it as theirs to command.
4/4
Related card: Darigaaz, Shivan Champion
Rust Monster

Rust Monster {2}{R}

Creature - Beast
First strike
Sacrifice an artifact: Rust Monster gets +2/+0 until end of turn.
"They don't seem scary, but then you're suddenly standing there in your underclothes without a weapon. Then everything looks like a threat."
—Jarro, battle master
2/1
Swarming Goblins

Swarming Goblins {4}{R}

Creature - Goblin
When Swarming Goblins enters the battlefield, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—19 | Create two of those tokens.
20 | Create three of those tokens.
4/3
Tiger-Tribe Hunter

Tiger-Tribe Hunter {3}{R}{R}

Creature - Human Barbarian
Trample
Pack tactics — Whenever Tiger-Tribe Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, Tiger-Tribe Hunter deals damage equal to the sacrificed creature's power to target creature.
4/4
Unexpected Windfall

Unexpected Windfall {2}{R}{R}

Instant
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens.
Fortune favors the fortunate.
Related card: Kayla's Kindling
Valor Singer

Valor Singer {2}{R}

Creature - Tiefling Bard
Combat Inspiration — At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn.
"There is only one way forward: into legend."
2/3
Wish

Wish {2}{R}

Sorcery
You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ."
—Ellywick Tumblestrum
Xorn

Xorn {2}{R}

Creature - Elemental
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Xorns are native to the Elemental Plane of Earth, where gems and rare stones are plentiful. When summoned elsewhere they can be quite destructive in search of food.
3/2
You Come to the Gnoll Camp

You Come to the Gnoll Camp {1}{R}

Instant
Choose one —
• Intimidate Them — Up to two target creatures can't block this turn.
• Fend Them Off — Target creature gets +3/+1 until end of turn.
"Easy now, everyone. I'll take care of this."
—Nadaar
You Find Some Prisoners

You Find Some Prisoners {1}{R}

Instant
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
You See a Pair of Goblins

You See a Pair of Goblins {2}{R}

Instant
Choose one —
• Charge Them — Creatures you control get +2/+0 until end of turn.
• Befriend Them — Create two 1/1 red Goblin creature tokens.
"I have the shot. Shall I take it?"
—Varis, Silverymoon ranger
Zalto, Fire Giant Duke

Zalto, Fire Giant Duke {3}{R}{R}

Legendary Creature - Giant Barbarian
Trample
Whenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon.
Fire giants love to fight on a large scale, and Duke Zalto is one of the greatest warmongers of his age.
7/3
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Zariel, Archduke of Avernus

Zariel, Archduke of Avernus {2}{R}{R}

Legendary Planeswalker - Zariel
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
[–6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
Loyalty:
4
Bulette

Bulette {3}{G}

Creature - Beast
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Bulette.
Capable of moving swiftly through even tightly-packed earth and leaping surprising distances above ground, bulettes are difficult to escape once they've caught scent of prey.
3/3
Bull's Strength

Bull's Strength {1}{G}

Instant
Target creature gets +2/+2 and gains trample until end of turn. Untap it.
As the iron bars of the portcullis parted like reeds, the defenders of the keep suddenly felt much less secure.
Choose Your Weapon

Choose Your Weapon {2}{G}

Instant
Choose one —
• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.
• Archery — This spell deals 5 damage to target creature with flying.
"Move it, Varis, or I'll pick one for you!"
—Ellywick Tumblestrum
Circle of Dreams Druid

Circle of Dreams Druid {G}{G}{G}

Creature - Elf Druid
{T}: Add {G} for each creature you control.
The realms protected by druids of the Circle of Dreams are gleaming, fruitful places, where dream and reality blur together and the weary can find rest.
2/1
Circle of the Moon Druid

Circle of the Moon Druid {2}{G}

Creature - Human Elf Druid
Bear Form — As long as it's your turn, Circle of the Moon Druid is a Bear with base power and toughness 4/2.
Druids of the Circle of the Moon are fierce guardians of nature who haunt the deepest parts of the wilderness.
2/4
Compelled Duel

Compelled Duel {1}{G}

Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
"You might be four times my size, but I will not be ignored!"