Dungeon Master
Dungeon Master | |
---|---|
Full Name | Dungeon Master |
Affinities | |
Origin set | Adventures in the Forgotten Realms |
Cost | 650 |
Stats (max level) | |
Health | 112 |
Deck limits | 6 · 7 · 6 |
Mana bonuses | +5 · +5 · -2 · -2 · +2 |
Leveling cost | 160,720 |
Planeswalkers (Infobox · Data) |
Dungeon Master is a white and blue dwarven Planeswalker, introduced in August 2021 along with the Adventures in the Forgotten Realms card set.
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 Dungeon or Rolls a D20 . He can also draw cards, gain mana, buff his creatures and supports, and fetch cards into play to form a Party .
Stats
Dungeon Master - level 60 | ||||||||||
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Mana bonus | Deck limits | Health | Leveling cost | |||||||
+5 | +5 | -2 | -2 | +2 | 0 | 6 | 7 | 6 | 112 | 160,720 |
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 | |||
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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 | |||
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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 | |||
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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 |