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Dungeon Master

Revision as of 19:33, 2 January 2023 by Cardboard Box (talk | contribs) (Abilities: Bold text denotes changes between ability levels.)
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Dungeon Master is a white and blue dwarven Planeswalker, introduced in August 2021 along with the Adventures in the Forgotten Realms card set.

Dungeon Master
EventsStoryPlaneswalkersCardsGuides
Dm.png
Full Name Dungeon Master
Affinities WhiteBlue
Origin set Adventures in the Forgotten Realms Adventures in the Forgotten Realms
Cost 650 Mana Crystals
Stats (max level)
Health 112
Deck limits Creatures 6  ·  Spells 7  ·  Supports 6
Mana bonuses Icon W.png+5 · Icon U.png+5 · Icon B.png -2 · Icon R.png -2 · Icon G.png +2
Leveling cost 160,720 Mana Runes
Planeswalkers   (Infobox · Data)

He has average health, average mana gains with an unbalanced spread, and average deck limits.

Dungeon Master's abilities are all tied to his Planeswalker support, which grants powerful bonuses every turn, their strength increasing each time he Ventures into the DungeonVenture or Rolls a D20Roll a D20. He can also draw cards, gain mana, buff his creatures and supports, and fetch cards into play to form a PartyParty.

Contents

Stats

Dungeon Master - level 60
Mana bonus Deck limits Health Leveling cost
  +5   +5   -2   -2   +2   0    6    7    6 112 160,720  
All level details 1-60            Click to
Level

cost

Mana bonus Deck limits Health Abilities
                  1 2 3
1-5

1220 

+2 +2 -2 -2 -2 0 3 4 3 32      
3 5 3
35
+2 +2 -2 -2 -1 0
38
6-10

4580 

 
41
3 5 4
44
 
11-15

9260 

47
+4 +2 -2 -2 -1 0
50
4 5 4
53
16-20

15640 

 
+4 +3 -2 -2 -1 0
56
 
21-25

23690 

59
4 6 4
62
+4 +3 -2 -2 +1 0
65
26-30

33380 

 
69
4 6 5
72
 
31-35

44660 

75
+4 +3 -2 -2 +2 0
78
5 6 5
36-40

57530 

 
81
84
 
41-45

71960 

87
5 7 5
90
+4 +5 -2 -2 +2 0
93
46-50

87920 

 
96
5 7 6
99
 
51-55

112320 

102
6 7 6
105
56-60

160720 

 
108
+5 +5 -2 -2 +2 0
112
 

Abilities

DM was one of the first PWs to receive a Passive Ability.

A Campaign Starts

"When you activate a Loyalty ability, if you don't control a card named Dungeons &..., create a Dungeons &... token

Dungeons &...

White, Blue, 4 shield with "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 ."].

1: An Adventure Begins
Ability Level PW level   Effect
  6-19 6 Venture into the Dungeon . If you have Dungeon Spoils  - Your "Dungeons & ..." support gains the Wealth Emblem.
  20-35 6 Venture into the Dungeon . Draw a card. If you have Dungeon Spoils  - Your "Dungeons & ..." support gains the Wealth Emblem.
  36-49 6 Venture into the Dungeon . Draw a card. You gain 3 mana. If you have Dungeon Spoils  - Your "Dungeons & ..." support gains the Wealth Emblem.
  50-60 6 Venture into the Dungeon . Draw a card. You gain 3 mana. Create a Gold Token . If you have Dungeon Spoils  - Your "Dungeons & ..." support gains the Wealth Emblem.
2: A Challenge Appears
Ability Level PW level   Effect
  10-25 12 Roll a D20 . 1 - 15: Spell cards in your hand gain 6 mana. 16 - 20: Spell cards in your hand gain 6 mana. Then: Your "Dungeons & ..." support gains the Challenge emblem.
  26-39 12 Roll a D20 . 1 - 15: Spell cards in your hand gain 6 mana. 16 - 20: Your first creature gets +5/+5. Then: Your "Dungeons & ..." support gains the Challenge emblem.
  40-55 12 Roll a D20 . 1 - 10: Spell cards in your hand gain 6 mana. 11 - 15: Your first creature gets +5/+5. 16 - 20: Your supports gain 3 shield. Then: Your "Dungeons & ..." support gains the Challenge emblem.
  56-60 12 Roll a D20 . 1 - 5: Spell cards in your hand gain 6 mana. 6 - 10: Your first creature gets +5/+5.
11 - 15: Your supports gain 3 shield. 16 - 20: Perform each of the effects above. Then: Your "Dungeons & ..." support gains the Challenge emblem.
3: The Heroes Triumph
Ability Level PW level   Effect
  16-29 21 Fetch up to 1 of the first different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party  - Your "Dungeons & ..." support gains the Heroism Emblem.
  30-45 21 Fetch up to 2 of the first different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party  - Your "Dungeons & ..." support gains the Heroism Emblem.
  46-59 21 Fetch up to 3 of the first different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party  - Your "Dungeons & ..." support gains the Heroism Emblem.
  60 21 Fetch up to the first of each different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party  - Your "Dungeons & ..." support gains the Heroism Emblem.


Story

The Dungeon Master is a mysterious mage with vast knowledge and power. His goals are mostly unclear, although they seem to be aligned with restoring the equilibrium between order and chaos.

Starting Deck

Card name Type Cost Color Rarity Set
Ranger's Hawk Missing card data
Bar the Gate Missing card data 
Totem-Guide Hartebeest   (2/5) 11       ORI 
Calculated Dismissal   7       ORI 
Enshrouding Mist   5       ORI 
Grasp of the Hieromancer   (2) 8       ORI 
Prism Ring   (4) 6       ORI
Tasha's Hideous Laughter Missing card data
Dungeon Map Missing card data
Planar Ally Missing card data