Warlock Class – D&D: Adventures in the Forgotten Realms
Date Reviewed: September 3, 2021
Commander [EDH]: 3.25
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Since Adventures in the Forgotten Realms is in the release timeslot that’s recently been occupied by core sets, it’s perhaps not surprising that some of its cards reinforce Magic’s traditional archetypes. Warlock Class hits three of black’s major themes, and while getting to its major life-management ability requires a lot of mana over the course of a game, its first two levels are more than capable of swinging a game on their own. There are so many self-sacrifice “tribal” cards that it’s become hard to know which ones to include, and we also know there’s any number of reasons to get things into your graveyard. Coming back to its level 3 ability for a moment, I like that it can be used either aggressively or more passively. If you activate it when you have a major attack on the table, you’re effectively putting your opponent on half their current life total. If you prefer not to do that, like if you’re playing some kind of “bleeder” style strategy, it doubles the speed of that too.
The Warlock Class enchantment is a bit more subtle in comparison to other classes; an incremental bleed effect is nice, but it only hits at the end of your turns. Still, being able to turn sacrifice into more benefit is nice, and the Level 2 effect is both graveyard set-up and card draw.
The last effect is powerful: Wound Reflection is nice, even a weakened version of it, and it can speed games up nicely (and even pairs up with the effect of the enchantment itself to add on 2 life loss, if you stack the triggers in that way). That said, it is 7 mana on top of the other 3 mana you spent to get there, making this a fairly late spell. I think it’s not terrible, but it’s a bit weak overall; still, black decks could do worse, and I suspect Innistrad‘s return will make the graveyard set-up a bit more attractive.
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