Image courtesy of Scryfall.com
Optimal Pairings for Bard Class in the Command Zone
In Adventures in the Forgotten Realms, Bard Class is a two-color red-green enchantment that cleverly weaves levels into a legendary theme. With Level 1, legendary creatures you control enter with an additional +1/+1 counter, giving a steady, durable march toward a formidable offensive board. When you level up to Phase 2, you unlock a second trick: legendary spells you cast cost {R}{G} less to cast, since Bard Class only cares about the colored portion of that cost. Finally, Level 3 turns Bard Class into a ravenous draw engine: pay {3}{R}{G} to reach Level 3, and whenever you cast a legendary spell, exile the top two cards of your library and you may play them this turn. It’s a high-variance, high-reward engine that rewards planning, tempo, and a little bit of bold gambling 🧙♂️🔥💎.
In a Commander setting, Bard Class shines brightest when you lean into the “legendary ecosystem” vibe: a deck built around legendary creatures and legendary spells, with a commander who leans into the same space. The payoff is real—your battlefield grows with durable, counter-enhanced legends, your key spells get cheaper to cast, and your deck can spit out surprise value—often in the same turn you set up a Level 3 chain. The trick is aligning the commander’s strengths with Bard Class’s three-tier ladder so you aren’t just casting legends—you’re cashing in on a multi-layered, color-rich synergy 🧙♂️🎲.
Archetype 1: The Legend-Heavy Lead
Top-tier pairings reward the “legendary creatures in play” narrative. Choose a red-green legendary commander that naturally facilitates a steady stream of legendary creatures into play or repeatedly recurs them. The more legends you field, the more Level 1 triggers you stack, turning each creature into a protected engine that compounds with every play. A classic example in concept is a red-green legendary creature leader who loves a battlefield full of legends and thrives on counting hooks and counters. Bard Class then adds a persistent +1/+1 boost on each new legend and builds toward the Level 3 play pattern where your legendary spells echo across the top of your library. This approach rewards planning and tempo in a way that feels like you’re painting with fire and armor at the same time 🧙♂️🔥.
- Case-in-point feel: Xenagos, the Reveler offers ramp and late-game punch, pairing well with a legend-heavy lineup to maximize Level 1 counters while fueling big spells that push for a swift win.
Archetype 2: The Legendary-Spells Discount Engine
Another potent route is to lean into a commander who routinely casts legendary spells or enables them with card draw, tutor, or reduced-cost effects. With Bard Class Level 2, your legendary spells become easier to cast thanks to the RG cost reduction on colored mana. In practice, you want to curate a suite of legendary spells—creatures, enchantments, and other legendaries—that you can reliably deploy on a given turn. Bard Class then acts as a curator and accelerator, letting you slam multiple legends in a row while keeping mana investment reasonable. It’s a rhythm-driven strategy: drop a legendary spell, feel the board grow, and plan the next big swing around Level 3’s top-deck lottery 🧠💥.
- Example feel: pairing with a red-green commander who can churn out legendary spells or tutor into them helps ensure you often hit the discounted costs and maximize the Level 3 draw ability.
Archetype 3: The Top-Deck Lottery Leader
Level 3’s exile-and-play-within-the-turn twist invites a deck that can weather variance and still threaten victory. A commander that effectively leverages a high-density suite of legendary spells, plus a strategy to maximize hit rates from the top of the library, creates a dangerously explosive arc. When you cast a legendary spell, Bard Class’s Level 3 ability grabs you two cards off the top; if you’ve stacked a few “play this turn” options and ways to recur them, you’re looking at sudden tempo and potential blowouts—especially in games where opponents are trying to stabilize a board. This is where careful card selection and synergy shine, so you keep the exile engine from becoming a one-shot miracle and instead turn it into recurring value 🧨🎨.
- Conscious note: pairing with a red-green commander that can support a library-thinning or adaptive spell suite helps you turn the Level 3 gamble into a reliable plan rather than a one-off surprise.
Archetype 4: The Aggro-Tempo Commander
Many red-green leaders excel at applying pressure quickly. Bard Class complements that aggression by not only boosting legendary creatures with +1/+1 counters at entry but also by letting you drop a string of legendary spells at faster cadence thanks to Level 2’s discount. When you combine early, relentless pressure with occasional Level 3 draws, you begin to outpace slower decks that stall on removal and answers. The brain of the deck becomes a calculator: how many legends do you need on the battlefield to guarantee your next two turns are lethal? The answer, with Bard Class in orbit, is usually fewer than you’d expect, because your threats come with counters, and your spells come cheaper to cast while you rummage for the big payoff 🔥⚔️.
- Practical tip: back up your legendary threats with mana acceleration and some protection to weather a sweep or a removal-heavy metagame.
Archetype 5: The Recursion and Cheating Window
Because Level 3 nudges you toward exiling top cards that you may play this turn, you’ll want engines that recur or cheat legends onto the battlefield. A commander who brings back legends from the graveyard or hand can turn Bard Class’s Level 3 into a multi-turn engine rather than a one-turn spike. Red-green’s reach into graveyard recursion and reanimation can sustain a long game where you keep replaying your best legends, fueling both board presence and the draw-to-play synergy. With a well-tuned recourse plan, Bard Class becomes a perpetual engine that digs into the deck in search of the next legendary spell to cast and the, perhaps, next legendary creature to accompany it 🧙♂️🎲.
- Strategic takeaway: include a few redundancy cards that reliably fetch or recur your legendary spells and creatures to keep Level 3 chaining strong across multiple turns.
Whether you lean into the relentless beatdown of an aggro RG lead or ride the wave of legendary spell synergy, Bard Class rewards thoughtful pairing with a commander who shares its legendary-laden ethos. The key is to build around a rhythm: level up when it matters, lean into the discount on color costs for your legendaries, and set up a top-deck engine that can juice out extra value when you cast your biggest legends. In the end, you’ll feel not just like you’re casting spells, but like you’re staging a grand, lore-filled concert where every legend earns its extra beat on the battlefield 🧙♂️🎵.
As you chase these pairings, you might also want to browse a few fresh, everyday gear that keeps you organized on the go. For instance, our shop features practical accessories that pair nicely with your gaming setup—like a rugged phone case with a card holder that’s magsafe-compatible and slim polycarbonate. It’s not magic, but it’s the kind of thoughtful utility that helps you stay focused on the table and the next legendary play.
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Bard Class
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter with an additional +1/+1 counter on them.
{R}{G}: Level 2
Legendary spells you cast cost {R}{G} less to cast. This effect reduces only the amount of colored mana you pay.
{3}{R}{G}: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
ID: 37d6343a-c514-4ca6-a415-62d1a473ae20
Oracle ID: 5bbc3ad0-4865-43f0-8baf-e7f4af5db656
Multiverse IDs: 527504
TCGPlayer ID: 243334
Cardmarket ID: 571500
Colors: G, R
Color Identity: G, R
Keywords:
Rarity: Rare
Released: 2021-07-23
Artist: Andrew Mar
Frame: 2015
Border: black
EDHRec Rank: 6718
Penny Rank: 2520
Set: Adventures in the Forgotten Realms (afr)
Collector #: 217
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.51
- USD_FOIL: 0.68
- EUR: 0.72
- EUR_FOIL: 1.17
- TIX: 0.02
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