Cthulhu on the horizon!

Hey everybody!
It’s game day here at spalanz.com, and today I want to talk about some of the news from FFG about new Cthulhu-themed games coming on the horizon that I’ve only recently had the time to digest (the new Star Wars trailer dropping has primarily been responsible for my tardiness here!) So let’s kick off the Halloween season with a look at the next big box expansion for Eldritch Horror: Masks of Nyarlathotep!

Masks of Nyarlathotep

This was an expansion that was both entirely expected, and yet completely blew me away with the announcement last week. I mean, for sure we would be getting Nyarlathotep in the game soon enough – it’s a Cthulhu mythos game, what would it be without the wearer of a thousand masks? But I had entirely been expecting to see him in a small-box expansion, with some specific Mask monsters, and nothing more than that. Oh, how wrong I was!

Masks of Nyarlathotep introduces a campaign mode of play to Eldritch Horror, and currently we only have a few lines towards the end of the announcement that tell us what is involved here:

When taking on a Campaign, players will need to win multiple games, with consequences and benefits carrying over to the next game after each threat is sealed away from the world. If stopping any single Ancient One seems an impossible task, can the investigators possibly hope to succeed as these otherworldly beings attack one after another?

However, earlier in the article we learn that there are several cults springing up across the world, each seeming to worship a different entity, and it’s up to the investigators to stop them. While my first thoughts about campaign play were that we could play games using different expansions, and they would all somehow feature into this mode, I think rather it will be implemented as more self-contained within this box. I’m going to guess, then, that this expansion won’t have a new sideboard, but instead will just be choc-full of cards that allow for several different gameplay experiences, maybe even mini-Ancient Ones like the Heralds from Arkham Horror, all of which will add up to some climactic endgame against Nyarlathotep himself. Nyarlathotep will still appear as a more regular AO if you want to just play a straight game with him involved, but for the campaign mode he’s probably going to have some kind of mechanic that makes him stronger the more Mask villains we don’t defeat, or something.

We’ll see in Q1, 2018!

Omens of the Pharaoh

The next bit of news I was really happy to see was the new Elder Sign expansion, Omens of the Pharaoh!

Have you played Elder Sign: Omens? It’s a pretty good re-interpretation of the card game for Android/iOS, and features an expansion based on the sinister goings-on in Egypt. The Dark Pharaoh, Nephren-ka, has already made it into Eldritch Horror of course, and now he’s making his malevolent presence felt here, too!

I really like how the new mode for Elder Sign has allowed games to move out of the museum. Don’t get me wrong, I still love the classic game where you’re wandering the deserted exhibits at night, but Omens of Ice was an incredibly flavourful (and difficult!) game, and while I still haven’t managed to get round to Omens of the Deep, I’m sure that will also be a delight.

Whoever made the connection between having locations to explore inside a museum, and locations in a more general sense, should definitely feel a deep sense of pride at that achievement!

Adding the Egyptian horror feel to this game is definitely something to be pleased about, as it’s a classic setting for the mythos, though if we’ve already had the frozen Alaskan wilderness, the deep sea and now Egypt, I wonder whether this line of ‘Omens of’ expansions can continue for much longer? I’m guessing there will be an Amazonian jungle (or some kind of tropical theme) expansion at some point, but then what?

FFG’s Lovecraftian games are always a true delight, and I cannot wait to add both of these games to my collection when they arrive early next year!

Ixalan!

Hey everybody!
It’s game day here at spalanz.com, and today I’m taking a look at the new expansion set for Magic the Gathering – hitch up your dinosaur, as we head to Ixalan!

The 76th expansion for the game, Ixalan is a plane of dinosaurs and pirates, merfolk and pseudo-Mesoamerican exploration. We’ve known the name since at least April, when some leaked alternative packaging did the rounds, and the theft of an uncut sheet of cards not long after spoiled a lot of preview season for this set, but despite these leaks, I’ve been looking forward quite a great deal to this one. Amonkhet block was really nice, and I enjoyed a lot of those cards, but somehow I didn’t feel the theme really grabbed me as much as I expected. Ixalan, however, just seems to be speaking to me on a whole new level…

The story depicts the search for the fabled city of gold, El Dorado Orazca, and its legendary artifact, the Immortal Sun. There are four distinct tribes on the plane, with a lot of tribal cards for each that make this set feel like it slots nicely into this year’s Commander products! We have the dinosaur riding warriors of the Sun Empire (Naya), fighting against the Merfolk of the River Heralds (Simic), the Vampire conquistadores of the Legion of Dusk (Orzhov), and the pirates of the Brazen Coalition (Grixis). In the middle of all of this, we have the return of Vraska, posing as a treasure hunting pirate while she attempts to recover the Immortal Sun for Nicol Bolas (in return for Guild leadership of the Golgari on Ravnica). Jace is also here, naturally, although he’s once more lost all of his memories, and so is used by Vraska and the pirates as they fight against the Legion of Dusk.

The whole notion of this pirate/vampire/dinosaur-warrior/merfolk war has really gotten me intrigued, and of course I do have a soft spot for Mesoamerican history, so the whole package just appeals to me no end. Because the art… man, the art…

Tribal is obviously a thing on Ixalan, but let’s take a look at the new (and returning) mechanics. First up is Explore, which allows you to reveal the top card from your library, and draw it if it is a land. If it isn’t, you can put a +1/+1 counter on the Exploring Creature, then put the card drawn either back on top, or into your graveyard. Enrage is a dinosaur ability that has consequences whenever the creature is dealt damage. Raid is back from Tarkir block, but with some slight differences (including as an ongoing effect), and Vehicles are back from Kaladesh. Wasn’t really expecting to see either of these so soon, especially Vehicles, though it’s always cool to see old stuff brought back. We also have double-faced cards that transform into lands, which have card frames that look like old maps. While I do like this, part of me still gets a bit annoyed when Wizards messes with the frames too much. But not enough that I’d want to quit the game or go onto an extended rant about it, of course!!

Ixalan

Dinosaurs are obviously a marquee creature type for the set, and several older Lizards are being retconned as the Dinosaur creature type, which is nice. Ixalan has also given us our first and, so far, only Trilobite, and has brought about the rules change that makes Planeswalkers Legendary now, removing the Planeswalker Uniqueness rule in favour of keeping things a little more sleek.

I’ve been planning to use the vampire cards in my Edgar Markov deck should any decent ones present themselves, anyway, but when I learnt that Merfolk were moving into blue-green for this set, it made me want to make a Merfolk deck as well! I’ve never really been as keen on Merfolk as some, but I love the Simic combination (it’s one of only two places I enjoy playing green), so it’s natural I’d be drawn there this time!

I didn’t make it down to my store for prerelease, unfortunately, but instead had a sort of mini-prerelease of my own at home. I’d decided to go into this set pretty much blind, not paying attention to anything beyond the major spoilers when they hit. However, knowing the tribal theme, I had vaguely wanted to try out that Merfolk idea if I had enough cards for it. When I discovered Deeproot Champion as my promo, I had high hopes, but in the end it was B/W Vampires that leapt out at me, and so that was the deck I built:

Creatures
Vicious Conquistador (2)
Skymarch Bloodletter
Bloodcrazed Paladin
Queen’s Bay Soldier
Bishop of the Bloodstained
Anointed Deacon
Skyblade of the Legion
Bishop’s Soldier
Inspiring Cleric
Paladin of the Bloodstained
Glorifier of Dusk

Instants & Sorceries
Costly Plunder (2)
Skulduggery (2)
Vampire’s Zeal
Rallying Roar
Queen’s Commission
Call to the Feast

Enchantments
Mark of the Vampire
Revel in Riches
Raiders’ Wake

Land
Unclaimed Territory
Swamp (8)
Plains (8)

I was going for a bit of an aggro deck, which would be bolstered by having a lot of Vampires out when Bishop of the Bloodstained arrives. However, I think I had been going for theme more than anything, and only managed to win one game with them out of the three. My regular gaming buddy made a bit of a janky red/green dinosaur thing that ended up just smashing my face, when all I could do is get out vampire tokens. Hm!

Ixalan

There are some really cool cards in Ixalan, however, and more than many recent Magic sets, this one has got me desperate to be playing more of it once again! I’ve already been looking at upgrading this to a better, 60-card deck for Standard (stay tuned for that) as well as getting some more of the better Vampire cards for my Edgar Markov Commander deck (stay tuned for that, as well!)

Overall, then, I really like this new set!

No time for games?

Hey everybody,
It’s another game day here at spalanz.com, and today I thought I’d deviate from the norm, and ramble a little more than usual in what may turn out to be a shorter blog. It’s something that I’ve been thinking about a lot lately, at any rate, so why not!

Long-term readers of this blog, aside from being a handsome bunch, will no doubt be aware of the fact that I moved house recently. I actually bought a house, which itself is something of an achievement, of course! But it comes with a lot of attendant responsibility, naturally, and the particular house that I’ve moved to has been in need of a little work. It’s not falling apart, but it’s not how I’d like it, you know? Anyway. I guess my energy has been channeled into that, leaving me with very little time for anything else.

It may be that increased sense of responsibility, or the increased financial responsibility if nothing else, but I’m finding myself with no real time – and crucially, no real inclination – to play games. In the couple of months since I started packing up my life, I’ve managed three games of Warhammer 40k, which in itself, is an intriguing achievement, but nothing else.

new games

Part of the reason for this, I feel, is that I’m still getting the measure of the new place, and where I can do things. The dining table that I used to play on, which used to be sat in front of a window in my old flat, is now in a comparatively darker corner, and doesn’t lend itself well to long gaming sessions.

In a recent effort to combat this, however, I bought myself The Dreamlands expansion for Eldritch Horror, which has of course been out for a number of months now, but which I hadn’t yet managed to pick up. I thought, getting myself something I’d thought about for a while, for a game that I do very much enjoy, might bring me out of this gaming funk. However, after a week sat at the top of my stairs, I’ve now put it away with the other expansions for that game, largely unlooked-at. It’s a similar story with Path to Carcosa, which I’d picked up the other week in an effort to kick-start my campaign idea for the Arkham Horror LCG, but which has also remained unopened since I bought it.

I suppose this could well just be me over-reacting to a temporary situation, as I try to readjust to the new surroundings and stuff. I do have walls to paint and a kitchen to replace, and have been spending more time at DIY stores than I have been with games, but once the house is more to my liking, I’d guess I’ll be back to it. I’m having some vague ideas about trying to get my girlfriend into playing some games, so that could also be an opening.

The new Magic set, Ixalan, is releasing on Friday, and while I’ve been a bit out of things during the last few months with Amonkhet block going on, I have perked up some more at the thought of vampires and pirates and dinosaurs all running around, so if nothing else, I’m hopeful that I can get some more decks built and see some more cards played!

I’m very curious as to how long this situation is going to last, at any rate…

Netrunner Rotation

Android Netrunner

Last week, Fantasy Flight put up a very interesting article that explained the way that rotation is going to work for their Netrunner LCG from October, and I have to say, I was utterly fascinated by it – to the point that it’s the subject of this week’s game day blog, in fact!

For the uninitiated, rotation is the definition of an organized play environment for the game, where older sets have been moved out of the pool to prevent that pool from growing prohibitively large. For me, it’s synonymous with Magic the Gathering, where sets rotate out of Standard at set points in the year to ensure the environment is manageable for tournament play. FFG first put up an article about this in 2014, which described how Netrunner would see the first two cycles of data packs rotate out of organized play when the first pack of the eighth cycle was released. That cycle has now been announced as the Kitara cycle, and takes the game to Africa and the Sub Saharan League. As this cycle comes into play, the Genesis and Spin cycles will rotate out, meaning that none of those cards can be used in decks for organized play from this point on.

But it’s not all doom and gloom!

See, FFG are releasing a Revised Core Set, which isn’t just a core set with errata’d cards or something, but is essentially the next way to buy into the game. It doesn’t merely reprint cards from the current set, but rather includes a new mix of cards that features some from the Genesis and Spin cycles that are rotating out, meaning that you may not need to deconstruct those decks, after all!

They have released a card list for the Revised Core Set already, just to help further!

I find this somehow fascinating, and it makes me think that the game is expanding at a sensible rate. It is somewhat similar to the way that Magic works, by having a core set come along with those all-important cards, but the rotation here is so much more leisurely that it doesn’t feel like there’s going to be a mad scramble to keep up. At its smallest extent, there will be five cycles of cards that will form the current meta, which represents a good number of years with which to play these cards. I mean, Netrunner has already been out for what, five years now? That’s a five-year Standard season that allows you to really get a decent amount of play out of your card pool!

Back when they announced rotation originally, I was all for it, and I remain so. The fact that it took almost a year longer to get going than they’d initially thought notwithstanding, I think now that we’re here, and seeing how they’re handling it, I’m really impressed at what’s happening.

Will I be getting a copy of the new core set? Probably not. While I have taken part in Netrunner tournaments in the past, I don’t think it’s something I’m planning to do in the future, so it’s almost irrelevant to me. I’m really pleased to see that the game is being supported so well, however, and I’ll doubtless be buying the data packs as they come out anyway, as casual play is really all I get into these days!

No longer Standard: Kamigawa block

Hey everybody!
For today’s game day blog, I thought I’d return to Magic the Gathering, and an idea that I had a while ago to do a blog showcasing what I think is an excellent set, but a lot of folks in the meta seem to write off as worthless. Last time, I took a look at the M12 core set, and talked a little about why I thought it was a really great looking set overall. Today, I’m continuing this theme with a look at what feels like the red-headed stepchild of Magic sets: it’s time for Champions of Kamigawa!

Champions of Kamigawa

Champions of Kamigawa was released on 1 October 2004 as the thirty-third expansion for Magic the Gathering. The release came hard on the heels of Mirrodin block, which I’ll get into shortly. With a focus on feudal Japan, the cards heavily tapped into this theme, with all manner of spirits and kami decorating things, while samurai and ninjas popped up throughout the block.

The storyline was about the war between the spirits of the plane of Kamigawa and its mortal inhabitants. These Kami spirits have a particular type of magic referred to as “arcane”, which became a bit of a showcase here, while the regular mortals have cards that are more ordinary within Magic’s history.

Champions of Kamigawa made a number of changes to Magic, which I’ll go through briefly before getting to the new mechanics of the set. Firstly, the block was all about Legends. Legendary Creature was first seen on a card in this set, with every rare card being Legendary to showcase this change. Furthermore, the legend rule was changed – rather than just not being able to play two Legendary cards with the same name, now playing a Legendary card with the same name as one already on the battlefield caused both cards to go to the graveyard, essentially making them a sort of removal for themselves. (It’s important to note that this rule has since been changed again with M14). Defender also became a new evergreen mechanic in this set, replacing “this card cannot attack” on cards.

Let’s talk about new mechanics.

Kamigawa Block

First of all, then, we have Arcane spells, representative of the magic of the Kami spirits. This subtype is found on Instant and Sorcery spells, and while it does nothing by itself, some cards have the rules text “Splice onto Arcane”, followed by a cost of some kind. This allowed players to play an Arcane spell in addition to the card that had the Splice text, but keep that Arcane card in your hand for later use. Sure, your opponent would then know you had that card in your hand, but in theory it could provide a decent deterrent, to say nothing of the fact that you could potentially get multiple uses out of these things. Unfortunately, the mechanic was seen as a little bit clunky, and most often the spells weren’t even worthwhile playing once, let alone multiple times.

It remains something of an ambition of mine to make a spirit/arcane deck and make it work, but as yet, I’ve not managed to get the cards I want…

There are a lot of Spirit creatures in Kamigawa block, and many have the ability Soulshift, usually followed by a number. Soulshift allows you to return target Spirit card with converted mana cost equal to or less than the Soulshift number. This number is invariably one less than the Spirit card going to the graveyard, so they can’t recur themselves.

Again, one to try out with the Spirits deck…

Bushido X is something that I feel should be more flavourful than it ends up being. According to wikipedia, “bushido” evokes the tenets of the way of the samurai, such as compassion, honour and integrity. In the game, the mechanic gives a creature +X/+X whenever it blocks or becomes blocked. I can see the vaguely heroic sort of theme they’re going for there, but the term seems to require more than just a combat pump, you know? It’s still an interesting idea, for sure, and can lead to some interesting tactical choices for your opponent, especially if you have multiple creatures with the mechanic!

Finally, Champions of Kamigawa introduced Flip Cards to the game, which was the first time a card face was so dramatically altered (without counting the new frame design brought out in 8th Edition). These cards are essentially two different cards, one on the top and one on the bottom. When a specific condition is met, the card is flipped 180 degrees and becomes a new permanent. There are quite a few interesting rules things that go on with these flip cards – at least, interesting to geeks like me! First of all, the flip card only ever has the normal characteristics of the top portion (the right side) of the card, unless it is on the battlefield and flipped. So you can’t search for the flipped side of the card, though your opponent can name that side (he just won’t find it). Essentially the bottom portion of a flip card doesn’t exist until the flip condition is met. Once the card has been flipped, that’s it – it can never flip back up the other way. All of the flip cards in the block flip into something Legendary – creatures for Champions and Betrayers, and enchantments for Saviors. Any counters that were on the card before it was flipped will remain on it when the card is flipped, as well, as the card never leaves the battlefield.

Champions of Kamigawa has got some really great theme and flavour, and in fact has some truly all-star cards that see play in decks to this day. Perhaps most notable of all of these is Sensei’s Divining Top, although I should also mention the big dragon spirits, notably Kokusho, the Evening Star. A lot of these cards are still played in Commander, which is of course a bit of a home for all manner of crazy decks and strategies! However, the set does seem to have been otherwise forgotten.

Betrayers of Kamigawa came out on 4 February 2005, and brought along two new mechanics to the Kamigawa party, including the arrival of Ninjas on the scene! Ninjutsu appeared on Creatures with the subtype Ninja, and allowed a player to return an unblocked attacking creature to their hand and pay the associated cost to replace that creature with the Ninja creature instead. Perhaps the best marriage of theme and mechanic yet? At any rate, it’s quite a powerful mechanic, and one that a defending player should be particularly wary of when their opponent has untapped mana. Naturally, Ninjutsu appears most often in blue, so you’d be wary of such untapped mana anyway, but still! Importantly, a card that you Ninjutsu into the game was never declared as an attacker, so anything that cares about such things wouldn’t apply here.

Secondly, we have the exceptionally niche Offering ability. Five Legendary Spirits were printed in the cycle, with the ability that allowed a player to sacrifice a creature of a specific subtype (for example, Snake Offering on Patron of the Orochi), and Flash in the Legendary Spirit by paying the difference in mana costs between it and the sacrificed creature’s cost. So for example, Patron of the Orochi costs six generic mana and two green mana; if you sacrificed Orochi Eggwatcher from Champions, which costs two generic and one green, you could Flash in the big snake dude by just paying four generic and one green. Not a bad trade-off, as you could get a 7/7 for your 1/1 on turn five. There’s an interesting interaction with these Patron cards that’s worth pointing out here, too – Orochi Eggwatcher makes 1/1 Snake tokens, one of which you can sacrifice to bring out Patron of the Orochi. Tokens have no converted mana cost, so you’d have to pay the full cost of the Patron, but it would allow you to flash in a massive 7/7 which is kinda nice!

Betrayers also introduced ki counters, the accumulation of which on a card can lead to specific effects, such as flipping the flip cards printed in this set. However, the set is probably most remembered today for the card Umezawa’s Jitte, the artifact card that keeps gaining charge counters whenever its equipped creature attacks, the removal of said counter giving its equipped creature +2/+2 until end of turn. With all of the counter-abuse available in the game at large, it’s not difficult to create monsters with this thing!

Kamigawa Block

The third set of the block, Saviors of Kamigawa, came out on 3 June 2005. The set features a significant amount of cards that care about the size of your hand, referred to as the Wisdom mechanic (though the mechanic is not keyworded, so never actually appears on cards). Playing into this mechanic has been the ability of the Soratami creature type throughout the entire block. You know Tamiyo, who most recently turned up in Eldritch Moon? Well, her race, the Moonfolk, are native to Kamigawa, although Tamiyo herself didn’t appear until original Innistrad block some years later. Being a race of intellectuals, they have the ability to increase your wisdom by returning land cards to your hand to trigger abilities. It’s kinda cool to have seen this land-return going on for the whole block, but only now really mattering.

Channel is an ability word that appears on several Spirit cards that allows you to essentially treat those creature cards as instants, paying a lower mana cost and gaining a one-time effect rather than paying that card’s higher cost to have the effect on the creature itself. For example, Shinen of Flight’s Wings is a 3/3 Flying Spirit for five (four generic, one blue). You can discard the card and pay its Channel cost (one blue) to give target creature flying until end of turn. This is kinda important for the next new mechanic…

Epic cards are Sorcery cards that are essentially an attempt to create Legendary Sorcery cards. Basically, you cast the spell for its mana cost (between 6 and 10 CMC) and you cannot cast any other spells for the rest of the game. However, at the beginning of your upkeep, you get the effect of this spell again, and continue to do so for each of your upkeep phases for the rest of the game. So for example, Enduring Ideal lets you search for an enchantment card and put it into play. At the beginning of each of your subsequent turns thereafter, you’ll be putting enchantments into play for as long as the game lasts. I think it’s a pretty cool concept, but the abilities of each of these Epic cards are a little underwhelming considering the trade-off you make. In the case of Enduring Ideal, you’d need to make sure you have a lot of good stuff in place already, as you’re pretty much left with what you’ve got out to play the game. Of course, they can’t be too powerful – say you had a card that hit your opponent for direct damage, you’d probably apply too much pressure, given the amount of cards that can interact with that sort of thing. But it’s always interesting to see how these things worked out back in the day!

The last new mechanic is Sweep, an ability word that allowed you to return a number of land cards to your hand and copy an effect for each land card returned in this way. Interesting interaction with the hand-size matters abilities going on in the set, but it has only appeared on four cards in the entire history of Magic, so hardly an impactful mechanic, you know?

Saviors of Kamigawa continues the theme of the block for having one of the all-star artifact cards in the game, this time it’s Pithing Needle, which allows you to turn off the activated abilities of any card when it enters the battlefield, for as long as Pithing Needle is in place. The needle can be particularly powerful for preventing Planeswalkers from using their loyalty abilities, which are activated abilities, as well as a whole host of other things. Heck, you can prevent your opponent attaching Umezawa’s Jitte to a creature by naming it with Pithing Needle!

Interestingly, Saviors of Kamigawa also has a Legendary creature that has been banned for use in Commander due to his power level. Erayo, Soratami Ascendant is a two-cost Moonfolk Monk who, when the fourth spell of a turn has been played, flips into the Legendary Enchantment Erayo’s Essence, which just counters the first spell played by each opponent each turn. Think how crazy easy it can be to flip this guy into a counter-magic machine!

Kamigawa Block

Champions of Kamigawa block has got a lot of interesting cards among its three sets, with theme in abundance and some pretty powerful cards that are still regularly played. With such a huge number of Legendary Creatures in the set, the card type became almost diluted until it was meaningless, though can still now provide a bit of a treasure trove for Commanders. True, these cards are overwhelmingly mono-coloured, but can provide some really interesting decks.

I love the block for its oriental theme, something that we don’t often get a lot of in western culture fantasy, or at least something that we don’t get often where it’s implemented well. Here, the theme is tremendous, and really worthwhile taking the time to investigate. I’ve mentioned a few times how I want to build some decks using these cards, and most recently I’ve been considering how to upgrade my Eldritch Moon prerelease pool from those 40 cards to a proper 60 card blue/white Spirits deck that uses a lot of the fodder here. That’s still a work in progress, anyway!

Something that always saddens me about this block specifically is browsing singles online, and seeing how the huge premium commanded by those cards like Umezawa’s Jitte, Ghostly Prison, Eight and a Half Tails, Kiki-Jiki Mirror Breaker, etc, how it just drops to the majority of the set being less than a couple of pounds/dollars. Despite not playing Magic in the early 2000s, I’ve nevertheless managed to pick up so many Kamigawa cards because they’re just so cheap! For a deck-builder who loves theme over everything else, this block can be a paradise. Add in some Tarkir cards to bulk things out and keep that theme going, and the world’s your lobster!

It seems that a major problem for Champions was the fact that it came hard on the heels of Mirrodin block. A block that made heavy use of artifact cards, and made the horror that is Affinity a thing, Mirrodin allowed players to built incredibly powerful decks that took a lot of beating, and while this is probably best left for a future blog, suffice it to say that it was a particularly dark and difficult time to be a Magic player. Kamigawa didn’t have the same power level and, while being flavourful in and of itself, was very soon overshadowed by the amazing original Ravnica block, which will also be the subject of another blog in the future! Added to this fact, it seems that, while a lot of westerners are familiar with Japan and Japanese culture – not least from the wide consumption of the amazing Studio Ghibli films – Kamigawa block went too deeply into that well, and employed a lot of reference and theme that still felt quite alien to a lot of American and European players.

Kamigawa block itself did have a lot to offer at the time, Mirrodin notwithstanding. There are a number of stories around the internet of folks who were there for Standard and whatnot, definitely worth checking out the reddit Q&A linked in the last paragraph, and also this article from Star City Games, where MTG Hall of Fame-er Masashi Oiso discusses the infamous Gifts Ungiven control deck. While other decks did the rounds, it seems some form of blue control was king. Some interesting history there!

At any rate, that’s my look back at Kamigawa block, three sets that are no longer standard, yet well worth the experience of diving into! How do you feel about the block? Were you playing Magic back when the sets came out? Let me know what you think in the comments!

Getting into 8th Edition

Hey everybody!
I’ve talked a lot about Warhammer 40k 8th Edition on my blog this summer, as I was increasingly excited for the new edition of one of the most popular wargames around. Well, I’ve been playing quite a bit of it now, as well, so wanted to come back here and give some general thoughts and ramblings about what I think of the new experience!

I talked about my first game of 8th back in the middle of July, and have since played three further games, for a grand total of four: two with Necrons, and two with Dark Eldar. Three of those games were against the same guy and his Orks, and I’ve also played against Blood Angels. So!

Warhammer 40k

First of all, I have to say that the game is just so much better than it was during 7th. 8th Edition has been out only a couple of months, and already I’ve played more games of it than I had during the entire run of 7th. In part this is due to my circumstances changing, as I finished with my degree course right when 8th came out, so never really had the time in the last edition – but then, I still had some time, but could never really fathom the complicated rules set in order to spend an entire day playing through a game. So there is that to consider.

8th Edition also just flows much more smoothly. I’m still very new to the game, with just 4 games to my name right now, so I can’t pretend to be some kind of expert, but I have to say, it’s a lot easier to just get on with a game rather than going through the endless, “What does this do again?” sort of book-keeping. So I do enjoy that.

Warhammer 40k

I think the way that combat has been streamlined, it has led to a lot more cinematic moments being achieved. True, it was always possible to get exciting times during 7th, but the fact that you’re not consulting endless charts and trying to remember stats and equations means you can focus instead on what is happening in the game. Such as my Necron Overlord swooping down onto a group of Boyz and a Warboss to avenge the savage beating of a phalanx of Lychguard. There wasn’t a lot of, “Now, this is an open-topped skimmer, so it can go so many inches, and the guy inside can still do his thing…” and all the rest of it. You just move, shoot, charge and smash face! I like that a lot.

I never played Dark Eldar in 7th, but I have been enjoying them tremendously so far in 8th. Only had two games with them, but I think they definitely feel like the kind of army I like. There’s a lot going on with them, and trying to find a good balance within that army has been causing me some head-scratching as I write up list after list of potential musters, but I think it’s the sort of army that I’m going to enjoy trying to get to grips with, which is the main thing for me!

Warhammer 40k

I had my most recent game with the army just last Friday, which is part of the reason why I wanted to write this blog for today. I’d been going quite heavily into the Kabal route from the start with these guys, but as I’ve managed to bring them to the table, I’m enjoying the Covens units so much that I feel I may begin to slant my build more towards the flesh-sculptors. Wracks are a unit type that I never thought I’d enjoy having as much as I currently do, being really quite a diverse bunch. We were talking on Friday about how they’re basically a close-combat orientated unit, yet the Acothyst can take what is essentially a sniper rifle, which just seemed to blow a lot of peoples’ minds. Getting into close combat, with a haemonculus nearby to buff their toughness and a Cronos to allow for re-rolling failed to wound rolls, it can be very useful!

I’ve yet to try out any Wych Cult units in my army, so I think the Reavers and Wyches may be making an appearance next time, just to see what happens!

Of course, as I said before, there is a lot going on with them, and I don’t ever seem capable of remembering Power From Pain for these chaps! Turn 1 shrugging off wounds on a 6 is stupidly useful, yet can I remember I can do that? Of course not! I definitely need to get more games in where I can try to remember these things!

So all in all, 8th Edition has done something that 7th never could, and gotten me wanting to play 40k with more regularity than I ever thought possible. I’m definitely pleased to be in the hobby right now, but more than just for the artistry of building and painting minis, but for playing games with them, too!

Necromunda hype!

I’ve not been able to talk much about the hype around the return of Necromunda on my blog yet, as I’ve been in the middle of moving house and stuff, so haven’t had a proper amount of time to digest the news we’ve seen from GW about it. However, I’ve been gorging myself on this stuff today, and I have to say, I’m incredibly excited to get my greasy paws on this box when it arrives in November!

I wasn’t around for the original Necromunda, which was out in 1995. I mean, I was alive, but I was much more interested in fantasy than 40k at the time. Anyway! This time around, it looks like GW have applied all of the style and panache of their recent sculpting success into the gangs we get in the box, to bring us (what looks like) twenty wonderfully individual miniatures that would look great on the tabletop. While I’m excited for the game, I’m excited for the miniatures and find myself hoping that we’ll be able to use them, in some way, in 40k at large, as well. At any rate, they should provide some amazing conversion-fodder!

I’ve already been thinking about the potential for House Escher as Wyches in my Dark Eldar army!

The sculpts look amazing, but I find myself less than enthused about the paint jobs on the minis we’ve seen so far. The purply skin tones seem to clash terribly with the yellow on the Escher minis, although I love the weapons options, and I’m really impressed by the look of them as a gang. House Goliath minis look somehow weirdly washed-out with the faintly rust-orange thing going on all over there, but even so, they look like solid sculpts that I’m finding myself looking forward to painting up just as much!

Each of these gangs will be multi-part plastic kits, and I’m so happy about this! It sounds like this game is going to be more like Betrayal at Calth rather than Deathwatch Overkill, and we’ll eventually get the sprues for each available separately without any need for them to re-tool the sculpts. I love getting individuality from models through the assembly, so this is definitely something to look forward to. Forge World are also set to do upgrade kits, which sounds like there could really be quite the industry coming out of this game! Not that there would really have been any doubt about its popularity, surely…?

While the game is coming with just two gangs, I really hope we get more options soon for more variety. News from the recent NOVA open indicates that we’re getting a lot of support for the game – Adeptus Arbites, welcome back!

The board seems a bit flat, especially when you consider that the original game was all about the multi-level experience. However, as the article from whence I’ve been plundering all of these pictures explains, there will also be rules for us to enjoy the game amid the Sector Mechanicus terrain sets, which makes me glad I picked up the entire range earlier this summer!

I’m hugely looking forward to getting hold of this game when it comes out. I’m hoping that GW don’t drop the ball and make it some kind of limited-run thing like the original Shadow War Armageddon box – hopefully, its release in November means that it is taking the place of the Horus Heresy boxed game that we’ve had over the last couple of years, and so will be available for a long time yet. Though of course, I imagine that initial take-up is going to be phenomenal.

I mean, it’s Necromunda!