Orb of Dragonkind – D&D: Adventures in the Forgotten Realms
Date Reviewed: August 9, 2021
Commander [EDH]: 3.00
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Orb of Dragonkind is a type of design that usually ends up being popular: very powerful but limited in some way. Note that its manner of mana acceleration is very similar to the Signets from the original Ravnica block, cards which are sometimes considered too powerful for any format but Modern and Commander. Adding card selection on top of that would be downright eyebrow-raising – but of course, it’s a tribal card, and if you have enough dragons to use it reliably, you might be light on other cards. On the other hand, you have enough dragons to use it reliably. A lot of dragons are strong cards, and even more of them are just fun!
For the enterprising Dragon herder, Orb of Dragonkind offers light mana acceleration/correction and the possibility of finding swooping friends. Going from two mana to four mana isn’t terrible in a tribe that tends to start coming in at four mana; while a lot of the main dragons of Adventures in the Forgotten Realms cost five mana or more, this is still a nice way to get some friends out ahead of schedule. And if you don’t have one, looking at the top seven cards of your deck to find one can be quite helpful. It’s decent early and good late, and while it’s not likely to be the star of most decks, I feel like it does enough if you’re focusing hard on dragons that desire to swoop early and often.
Constructed: 3.25 (if Dragons are a deck, this might be good, but I’m not hugely optimistic on their Standard prospects)
Limited: 2.25 (there is a cycle of uncommon Dragons in the set, but they’re hardly the main attraction)
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