Make room Marvel, there’s a new crossover in town, and it’s bringing two powerhouse fandoms together like never before. The trading card game titan Magic: The Gathering joins forces with Dungeons & Dragons, the bestselling tabletop roleplaying game, in Adventures in the Forgotten Realms. The MTG expansion set takes cardplayers into the world of D&D.
While the two games have their parallels — critical strategy, rich lore, and spellcasting in high fantasy settings — many Magic players have avoided taking the roleplaying plunge. But here are 10 reasons why you should finally try your hand at D&D.
1. Common and uncommon ground
D&D has previously explored Magic settings in two books: Guildmasters’ Guide to Ravnica and Mythic Odysseys of Theros. These allow players to create characters who are members of famed guilds like the Boros Legion and Selesnya Conclave or come face to face with the gods of Theros. The upcoming release of Strixhaven: A Curriculum of Chaos, meanwhile, will let you walk the halls of the famed school of magic.
As you play Adventures in the Forgotten Realms, you'll meet classic characters and explore famed locations from D&D lore. For example, MTG's Venture mechanic takes you into three dungeons from the roleplaying game: Tomb of Annihilation, Lost Mine of Phandelver, and Dungeon of the Mad Mage. Each have their own D&D adventure books.
2. Choose your own adventure
You enter a room surrounded by old, dusty books. Atop a reading desk in the center of the room sits a large tome with glowing runes. What do you do?
Perhaps you cast detect magic on the book, or cartwheel around the desk singing, “Let’s do the Time Walk again!” as loud as you can. In D&D, you can try just about anything, without the constraints of the cards in your hand or the permanents in play.
3. Role initiative
At its heart, D&D is a storytelling game. One of the best elements of it is the ability to imagine, create, and fully customize your own character.
When you create a character, you'll breathe life into them by writing their backstory, deciding how they appear and act, and determining what they're good at (and not so good at). You'll select a class and race and equip your person. Does your character quest in the name of good, evil, or something else? If you’re attracted to this kind of intricate personalization and variety, then it’s time to put D&D on the stack.
Create your first D&D character
D&D Beyond is an official digital toolset for Dungeons & Dragons. The basic rules of the game are free to access.
To make your first character, sign up to access the character builder. Quick Build makes character creation fast so you can jump right into playing. If you sign up for a Master-tier subscription to D&D Beyond, you can share books you purchase with friends via content sharing. You also gain access to helpful tools that make playing easier.
4. Let’s get classy
As a Magic player, you’re already familiar with many of the features that characterize certain D&D classes — roles that you choose to identify your skills and abilities. Do you play green with an affinity for powerful beasts and the natural world? Settle into the forests and streams as a druid or ranger. Are you a fan of blue decks, cleverly and patiently outsmarting your enemy from a vantage? Wizards, obviously. Do you feel kindred with supportive abilities like Lifelink and Vigilance in white? Then you’ll feel at home playing clerics and paladins.
Adventures in the Forgotten Realms offers a new mechanic that links these concepts closer: class enchantments. These cards capture the sense that you the player are a character. Take a stab at the rogue class or go berserk as a barbarian to get a glimpse of this staple D&D feature.
5. 'I cast magic missile'
You’ve heard it. I’ve heard it. Your friend who’s never played a tabletop game has probably heard it. Spellcasting is the crux of MTG, and it’s an integral element to D&D.
Every wizard has the power to unleash a board-wiping fireball or boss-killing lightning bolt. A bard may play songs to empower their party members. A druid may entrap approaching enemies in a sea of strangling vines.
If you’ve played a burn deck, you know the rush of a well-timed Lightning Strike. If you’re a control player, you know the sweet satisfaction of casting a counterspell on unsuspecting opponents. Sorceries, and especially instants, make spellcasting an exciting and dynamic part of gameplay. Except for a few turn-based combat mechanics in D&D, the roleplaying game is instant-speed.
6. Strategy and tact and puzzles, oh my!
While battlefields in D&D look a bit different — usually involving a dry-erase map with a square grid — combat is very much part of the game. Players work cooperatively in adventures to achieve a certain goal. Party balance — foundationally a fighter, rogue, cleric, and wizard — is similar to deck synergy (think: BREAD). You need to secure a balanced and strategic approach while preparing and planning for what might come your way.
Solving puzzles requires concentration and discipline. Sure, there’s an element of luck to both games, but using talent and smarts will help keep you alive in D&D and thriving.
7. The d20
The twenty-sided die gets her own section. She’s so much more than a life counter. She is fate, personified. She is the Maker of Moments. Breaker of Dexterity Saving Throws. Queen of the Realms. The Mother of … well, Dragons. Almost everything you attempt to do in D&D requires a die roll, and none is more sacred than the d20.
Experience the absolute thrill of a natural 20...
Evading the beholder’s Disintegration Ray with ease, you charge forth with a deadly double ax thrash! The creature crumbles to your feet — lifeless.
… and the distressing defeat of failure:
As you sneak into the bandits' hideout, you trip over your own feet and alert the guards to your presence.
Like any sacred object, the d20 deserves both your awe and your respect: what she giveth in a time of need, she taketh on a whim, keeping the game exhilarating and unpredictable.
8. Upkeeping it together
Healthy competition can inspire us all to be the very best — like no one ever was. Sorry, it’s engrained. MTG tournaments and drafts provide an excellent opportunity to test your competitive streak and demonstrate your gameplay prowess. But if you’d like to take a break from the fierce sparring of Friday Night Magic, D&D is a social gathering rooted in community and cooperation. Adventures bring players together while building relationships.
As an adventure progresses, your party gains experience and growth, both in-game and in real-time. Players create lifelong memories and unique storylines. It’s personal and immersive, full of countless you-can’t-write-this-stuff moments. Like the time my wall of fire lessened the onslaught of a frost worm’s Death Burst by partially melting the piercing icicles, saving our party from certain death.
9. Lore galore and Salvatore
There are countless books set in Faerûn, the land of the Forgotten Realms. Most famously are several dozen by R.A. Salvatore, creator of the infamous dark elf with a heart of gold, Drizzt Do’Urden. Alongside his planar panther, Guenhwyvar, and companions like Bruenor Battlehammer, Drizzt adventures through the Spine of the World, the Underdark, and Neverwinter, fighting evil and the web of chaos woven by Lolth the Spider Queen (now a planeswalker).
Delve deeper into the rich history of the Forgotten Realms, and get up close and personal in settings throughout Faerûn. With D&D, one does simply walk into more lore.
10. Beauty is in the eye of the beholder
Stunning, detailed, gorgeous art. I’m looking at you, Bitterblossom and Baleful Strix. Without a question, both MTG and D&D have some of the most imaginative fantasy art in all of nerdom. With the merging of lore, players of both games are now privy to a cohesive and comprehensive visual story.
It’s time to roll
So, fellow MTG enthusiasts, what have we gathered? In both games, players face obstacles and challenges that they must overcome to receive rewards, advancement, and new opportunities. But simply put, D&D is unparalleled in its immersive experience.
D&D players build expansive worlds with one-of-a-kind storylines, all conveniently structured with adventure books and sourcebooks. The roleplaying game has a defining win condition all gamers can get behind, too: have fun. And it has something MTG players can’t resist: it’s full of untapped mana. I mean potential.
End Step.
Fizban's Treasury of Dragons is now available for preorder on D&D Beyond! The book adds new player options, including draconic ancestries for dragonborn, dragon-themed monk and ranger subclasses, as well as feats and spells. Learn all about 20 different kinds of dragons and their minions. Dungeon Masters will enjoy the included lair maps and the rich lore behind the First World and more! Those with a Master-tier subscription can share books they've purchased with players in their campaigns.
Jessie Lyn Thompson (@twowhitewolves) earned her Creative Writing BA from Pepperdine University. She resides outside Los Angeles with her husband and five floofs. She will literally always play a druid, and she favors Selesnya decks.
First
Great article, can't wait for the sequel "Why D&D players need to play MtG"
And then our follow-up: "You still haven't tried D&D?!"
Which would make more sense, since this site is populated by D&D players...
Request/idea for article: exploring dndbeyond threads with different records (e.g. oldest, longest, thread with longest post, etc.)
You don’t have to do it but I just wanted to suggest it
Fantastic article, Jessie Lyn! You really tapped into the best reasons to play D&D--I think I might just have to roll the dice and join a campaign! With the two sets crossing over, one doesn't even need to be a Planeswalker to travel from one game to the other!
Since we're on dndbeyond, wouldn't an article like "Why D&D players can get inspired by playing MTG?" make more sense? I don't mind the advertisement in every article if it's still relevant. For example card mechanics are interesting and the concept of power curves or tempo would benefit a lot of insipid dnd monsters. Much love to the writers since they are probably not in control.
I’m not really into Magic but this is a really cool and persuasive article.
You're right, Flint27, that many folks here already play D&D. I think the idea might be, though, that readers of this site could send this article to friends who aren't D&D players, or they could internalize these reasons and speak to them when chatting with a friend dedicated to playing Magic: The Gathering. In my case, I didn't start visiting this website until I had friends talk about it. And now I'm here checking out more stuff about the D&D world. That's just my two cents--and I agree, it'd make sense to read about why D&D players might like Magic. Reason 1: The Joy of Cracking Packs
I dig the settings brought in from MTG, but I'm still kinda mad at it for almost killing D&D in 1994.
I mean, it really didn't. TSR's almost-death in 1997 was self-inflicted, largely due to increasing their publishing so much that they were competing with themselves (and running up massive debt). In 1994, Wizards was still trying to get into the fantasy RPG market, hiring Jonathan Tweet and develop Everway -- a gem of a roleplaying game that could never have given them to prominence in roleplaying they were looking for.
And, of course, when TSR was finally failing, Wizards saved D&D by buying the company.
You could say that VtM (Vampire, the masquerade; nothing to do with Magic, which was competing at the time by drawing in women and other minorities into roleplaying) helped push TSR into questionable overprinting and dubious experiments, or that Random House did by enabling TSR by, in effect, offering them questionable loans.
But by the end of 1994, the only roleplaying products WotC had made were the Primal Order (which mostly resulted in questionable lawsuits), plus buying Ars Magica and SLA Industries, neither of which were threats to TSR's dominance.
This misses the real reason MTG players should play D&D: So they finally learn social skills! /sarcasm
Seriously though, as someone who plays both Magic the Gathering and D&D, there are decent chunks of the Magic the Gathering community that could really use better social skills of the types that a good D&D campaign will nurture and encourage!
And of course, Magic the gathering was originally intended to be played during breaks at long D&D sessions, or so the lore goes.
I used to love Magic and the lore and story. Up until Dominaria and War of the Spark. A rather pathetic ending to an otherwise great story. Kinda like the end of game of thrones. Now, for me, Magic is purely a game, just the numbers and the strategies. It's fun as a game, but any deeper love I had for it has been stripped away. D&D is far more enjoyable, I do find it a bit annoying that now at least once a year it seems a D&D source book is built around an MtG plane. I hope the Strixhaven book actually has some cool new spells in it. It'd be disappointing if the "magic school" campaign setting didn't have new spells in it. But this is really just a grumpy rant.
I have played both MTG and D&D for decades. Started MTG at unlimited and D&D at 2E. Prefer to keep them separate. I loved the MTG books when they came out and loved the D&D books set in Forgotten Realms, Dragonlance, Dark Sun, Ravenloft, etc but thought the quality went downhill when they started becoming MTG influenced.
THIS needs a LIKE button!
I mean, Magic and D&D are both made by WotC, so it's not weird or super original that these are crossing over.
Not that I don't love it. Some of the best D&D settings are Magic: The Gathering ones. I love Theros, and I'm looking forward to Strixhaven.
I don't actually play Magic, but it looks pretty good.
Honestly I think it's nice to play DnD and MTG, but they should not cross over OFFICIALLY. I like making custom cards for DnD stuff (BBEG, PCs, NPCs, ECT) but when it comes to official cross overs I just see stuff that's missed, failed, wrong combinations, rascim for dragons, exclusion, ignorance, no Mark Rosewater, ECT. I feel like they should just leave cross overs to us players who know it better than someone who never heard of the other game until they are given a cross over to make.
I also didn't see how this is gonna convince Magic payers to play DnD, considering a lot of them are Spikes, the gits.
Good article, though.
If you want the full story, check out the book Of Dice and Men. It’s good.
Agreed, but WoTC bought DnD compliments of their Card Crack, so they have to make sure they promote it for the card players. Maybe someone at Hasbro will grab the reins for a bit, considering how in circles I travelled in, at least 50% of the DnD players hated WoTC-MtG. Some good reasons other DnD like games popped up post 3.5/WoTC take over and have been very successful.
I head of that book, gonna get it now.
I feel like you should do one were it convinces magic and dnd players how to do better crossovers than the officials do, considering you seem to know a lot about both.