The node structure is designed to resemble a D&D dungeon, with a single path taken through multiple possible routes. Completing an objective on a node unlocks one of two possible nodes to encounter next. The player traces a path through the dungeon of the event based on which secondary objectives are achieved.
Contents
Map
Nodes
Permanent support
A permanent support affects play on one or more nodes.
Starting cards
One or both players begin the game with cards already in play
Each node offers a choice of two possible subsequent nodes, by way of achieving one of two mutually exclusive objectives.
All nodes are unlocked after Node 10: Song of the Bard is completed. Whereupon, unlike most events, winning on a node that has already been beaten continues to earn ribbons.
The deck lists below may not be complete. Conversely, there is a wide sampling of evidence that the opponents' decks may not always be 10 cards.
Node 1: Gather Your Party
Gather Your Party
Level
HP
20
45
+1
+1
+2
-1
-1
+0
Abilities
Effect
I Smell Coins
6
If you don't control a card named Lightfoot Rogue, create a Copy of Lightfoot Rogue in play under your control.
Pray
6
If you don't control a card named Dawnbringer Cleric, create a Copy of Dawnbringer Cleric in play under your control.
Read a Book, Will Ya?
6
If you don't control a card named Arcane Investigator, create a Copy of Arcane Investigator in play under your control.
Gain control of target opposing creature until end of turn. That creature gains Haste until end of turn. Then: Create 2 Gold Tokens under your opponent's control.
Winning and achieving Unresourceful takes you to Treasure Room.
Card name
Type
Cost
Color
Rarity
Set
Greataxe
Missing card data
Oswald Fiddlebender
Missing card data
Plate Armor
Missing card data
Node 4: Venture In
Venture In
Level
HP
25
115
+3
+3
-1
-2
-1
+0
Abilities
Effect
...A Forgotten Maze
6
If you have Dungeon Spoils: Draw a card. It gains X mana. You gain X life. X is the number of differently named Dungeons you've completed. Otherwise: The first card with Venture Into the Dungeon in your hand gains 8 mana.
Winning and achieving Inhuman takes you to Dragon's Nest. (The Dragon's Nest node is uniquely difficult; see Strategies)
Card name
Type
Cost
Color
Rarity
Set
Node 6: Treasure Room
Treasure Room
Level
HP
35
80
-2
+0
+1
+1
+0
+0
Abilities
Effect
Mimic(ing)
9
Create 5 Gold Tokens under your opponent's control. All Treasure cards gain Enchanted - When this support's gem is matched: Its controller loses 2 life.
Winning and achieving Scavenger Hunt takes you to Summoning Vecna
Winning and achieving Suspicious takes you to Dragon's Nest. (The Dragon's Nest node is uniquely difficult; see Strategies)
Card name
Type
Cost
Color
Rarity
Set
Hoard Robber
Missing card data
Mimic
Missing card data
Thieves' Tools
Missing card data
Treasure Chest
Missing card data
Node 7: Pit Trap
Pit Trap
Level
HP
35
75
+1
+3
+1
-1
-1
+0
Abilities
Effect
Flood
6
Convert 3 gems to Blue. Then: Disable until the beginning of your next turn each opposing creature with base mana cost equal or less to the number of Blue gems.
Pit Trap
12
Roll a D20. Deal damage to a random opposing target equal to the result.
Poison Dart
15
Target creature gets -X/-X until end of turn. X is the number of Black gems.
Morbid - At the end of your turn: you may lose 6 life. If you do, draw a card. It gains 6 mana.
At the beginning of your turn: Your first creature gets +X/+X until end of turn. X is the number of cards in your hand. If that creature is named Vecna - X is 2 times the number of cards in your hand instead.
Node 9: Dragon's Nest
Dragon's Nest
Level
HP
60
155
+2
+2
+2
+2
+2
+0
Abilities
Effect
Means to an End
6
Destroy 1 Dragon creature you control at random. Deal X damage to your opponent's Planeswalker. X is the number of Dragon cards in your graveyard.
The Queen of Chaos
20
Deal 10 damage to each opposing creature.
Starting cards in play
enemy: Tiamat
Objectives
Reward
Win the fight!
Win the fight against your opponent.
5 · 200
Winged:
Cast4 or more creatures with Flying during a fight.
3
Permanent support: Rise of the Chromatic Dragons
Side: Enemy
While on the board: Your Dragon creatures gain Haste.
When a non-token Dragon you control dies: Perform the following effects according to that creature's color:
Winning on this node unlocks all 10 nodes for the rest of the event. Only on this node can both secondary objectives be completed in one game.
Card name
Type
Cost
Color
Rarity
Set
Bard Class
Missing card data
Inspiring Bard
Missing card data
Instrument of the Bards
Missing card data
Treasure Vault
Missing card data
Song of the Bard
Shields 4, Red Green, Resilient:
"At the beginning of your turn, create a random card used by the opponents of the previous encounters on the battlefield under your control. Then, if that is a creature card, give it Haste. That creature gains Enchanted: At the end of your turn: destroy this card."
Because only one node is available at a time until the final node is beaten, if a node is too difficult for a player to complete (for example, Node 9: Dragon's Nest), they will get stuck there. To avoid this, players can determine in advance which objectives need to be achieved to get their preferred path through the dungeon.
An easy to memorize strategy to avoid the Dragon's Nest: Don't do things until the Pit Trap. Don't roll 6 or more dice on node 1; Don't summon 3 or more creatures with Trample on node 2; Don't complete 2 or more dungeons on node 4. Then, at the Pit Trap, summon 7 or more creatures, and you will skip the Dragon's Nest.
All paths that do not go through the Dragon's Nest go through Vecna; he is a Zombie as well as a God, so the most common kill spell of all, Origins' Cruel Revival, will not work on him. Fleshbag Marauder, and almost all other removal that actually Destroys rather than Exiles, will. Cards that “return target creature to owners hand” also work, since Vecna is also a token.