Getting Back into Magic!

Hey everybody!
So it’s been a while, but I’ve started to get myself back into Magic the Gathering, having been thinking a lot about what I’ve been missing since I was last looking at it back when Guilds of Ravnica came out last year.

To begin with, it seems like there’s been a lot happening! War of the Spark is out, and all hell seems to have broken loose on Ravnica, as the Planeswalkers of the Gatewatch face off against Nicol Bolas. I think I need to really get to grips with what on earth has been going on overall, though there is that novel coming out that, I presume, will deal with all of that! In the meantime, though, I’ve been taking a look through a lot of my collection, adding a few bits here and there, and have already been building up a couple of decks – one of which, I’m sharing with you all here today!

Jund

Jund is one of the five Shards of Alara, primarily aligned with Red mana, spilling over into both Black and Green. The Shards were introduced in Shards of Alara, unsurprisingly, and gave names to the allied three-colour groupings. The flavour of the Shard is very much something I like, using the vibrancy of Red as a base to build upon. I’m not hugely into Green, but I do enjoy the pair of Red and Green, so that’s all fine.

There is a strong theme of wildness and passion that comes out from looking at the actual Jund-themed cards from Shards of Alara block, where the theme of predator/prey comes out through the Devour mechanic:

Devour N (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with N +1/+1 counters on it.)

Jund Savage Lands

For my deck, I’ve got quite a few things going on, which should hopefully make it interesting to play. There is a theme of Enchantments matter, spells matter, and a counters sub-theme, along with more of a meta-theme of shamans playing about with magic. This latter might take some explaining, so bear with me!

Creatures (14):
Radha, Heir to Keld
Deeproot Chamption
Dragonmaster Outcast
Blightcaster
Savage Ventmaw
Boltwing Marauder
Hellkite Hatchling
Paragon of Eternal Wilds
Poison-Tip Archer
Guttersnipe (2)
Kiln Fiend (2)
Winding Constrictor

Instants & Sorceries (9):
Blood Divination
Doublecast
Grim Affliction (2)
Virulent Swipe
Firebolt
Ground Assault
Enter the Unknown
Death Frenzy

Enchantments (8):
Sight of the Scalelords
See Red
Gruul War Chant
Untamed Hunger
Pyromancer’s Assault
Retreat to Valakut
Bonds of Mortality
Infernal Scarring

Artifacts (4):
Primal Amulet
Thunderstaff
Worn Powerstone
Dowsing Dagger

Land (25):
Mountain (4)
Swamp (4)
Forest (2)
Bloodfell Caves
Jungle Hollow
Rugged Highlands
Timber Gorge
Hissing Quagmire
Cinder Barrens
Rootbound Crag
Cinder Glade
Savage Lands (2)
Akoum Refuge 
Molten Slagheap
Kazandu Refuge
Dragonskull Summit
Evolving Wilds

So we’ve got a lot going on, but the thought process here is stuff like the Blightcaster killing creatures whenever Enchantments enter the battlefield; the Primal Amulet, Deeproot Champion, Guttersnipe and Kiln Fiend doing things whenever instant and sorcery cards are cast; and the Winding Constrictor increasing the number of counters that get put on cards through effects like the Deeproot Champion and Enter the Unknown. Hellkite Hatchling is the only card with Jund’s Devour mechanic, which is nice to have for flavour purposes, and will also benefit from the Winding Constrictor.

The land base is a little bit janky, I’m currently thinking about swapping out a few things, and can’t decide if I want to get rid of the manland or the storage land. It’s always a question of cost as far as lands are concerned though!

I mentioned earlier the theme of shamans going crazy casting spells. I want the deck to have a fairly strong theme of magic coming through in the artwork, with spells that have a strong feeling of casting (Blood Divination, Doublecast, Firebolt), artifacts of power (Worn Powerstone), and even powerful spellcasters themselves (Blightcaster, Dragonmaster Outcast).

Artwork on cards is something that I’m often very sensitive to, wanting a deck to feel like it’s coherent as well as looking it. Another theme I wanted here was for the cards to all share the post-M15 border, and for any colourless mana symbols to have the “diamond” symbol, and not just a number in a grey circle. All very unimportant to most players, I know, but it’s something that I’m becoming increasingly concerned with.

As a side note, Firebolt’s appearance in the upcoming Modern Horizons means that it’s only Worn Powerstone that is keeping this deck Modern-legal. Ah well!

This deck should be interesting enough to play, in theory, so I’m looking forward to trying it out in the near future, along with some of the others that I’ve been putting together!

A Shadow in the East

Wow, you guys! Wow!

Lord of the Rings LCG is getting an eighth deluxe expansion pack, A Shadow in the East, and it sounds spectacular! We’re heading to Rhûn for this and the subsequent Vengeance of Mordor cycle, and I for one simply cannot wait!

The three quests that come in the expansion are all a little reminiscent of the Against the Shadow cycle, with their urban feel and sinister cults, but there is also the added feeling of the oppression of Mordor, with the idea of mysterious ruined temples built in honour of Sauron. Wow!

This has been great news, I have to say. It’s always exciting to see more come out for this game, which I have frequently said is my all-time favourite board/card game in my collection. We’re getting new quests of course, and we’re travelling to another new area of the map, so what’s not to like? Some very interesting new theme and mechanics coming on the cards we’ve seen spoiled so far – and we’re getting The One Ring once again!

I’m not sure whether this new Ring card will make it into my decks (although I’m also wondering whether it will be a stipulation of playing the quests?) as I’m a fairly cautious player at times, and reducing my threat elimination level by 5 to play with it seems a bit too much for me! But I’m sure, in time, I’ll try and experience how it changes things – especially seeing as how there will be new cards that interact with it, as well.

The first double-sided Hero card is here, too! I’m sure I’ve seen fans speculating about the possibility of a Sméagol/Gollum card for years, so I’m sure there are plenty of folks excited by this! With two cards shuffled into the encounter deck that give him a chance to flip to the Enemy side, I can see having the Ring’s ability to counter encounter cards in this way could be quite powerful! He’s otherwise quite decent-looking, and his cost is splendid! Reminds me of the Spirit Glorfindel from back in the day!


I’m really excited to see a new deluxe expansion – I’ve been concerned for a while now that The Wilds of Rhovanion would be the end of the game in its paper form, as it seems to have a real “last hurrah” feel to it. You can read more about that here, though! There is still some strong speculation online that the language used in the announcement feels a bit final – “it has all led to this” etc – plus the question of just what was happening within the time period the game is supposed to be following, leading many folks to think we could be in for news of the final expansion pack soon.

Previous LCGs from Fantasy Flight have come to an end when they have about this much content out there for them, of course. We’re coming to the end of the eighth cycle for the game, which has also included seven deluxe expansions and eight Saga deluxe expansions, as well as eleven standalone expansion packs, not to mention all of the Nightmare expansion packs! There is a heck of a lot of content out there right now for this game, and while the amount of content doesn’t always equal bloat for a game like this, there is nevertheless quite a high barrier to entry at this point, and I wonder if the designers might be feeling the need to draw things to a close. I guess we can but wait and see on this.

At least we’re in for more Lord of the Rings LCG for a while yet, and I cannot wait to see what we’re going to be up to in this upcoming cycle! I think it might be time to crack out some decks and see how far I can get once more!

Lord of the Rings LCG

Hey everybody!
It’s my birthday today, so for today’s game day, I thought I’d ramble for a bit about my favourite game of all, Lord of the Rings LCG from Fantasy Flight Games!

Lord of the Rings LCG

It’s my favourite for so many reasons, not all of them linked to how wonderful the game is to simply play, but also my memories of playing it over the last seven years. I’ve featured the game on my blog before as a game day extravaganza, but I’ve recently been playing more of it again, so I wanted to talk a bit about my enjoyment of these games, and see where I go from there!

I’ve been playing the Shadows of Mirkwood and Dwarrowdelf quests once more, which are some of my absolute all-time favourites. I’ve been trying to play them all, rather than going through those that I know I enjoy and skipping the others, and it has led to me almost rediscovering these early packs as if they were brand new! For instance, the last time I played A Journey to Rhosgobel prior to this most recent playthrough was 2012!

Getting to play these old favourites has really taken me back to my glory days of gaming, when I had so much more time for these sorts of things. In particular, I remember how excited I used to get to take delivery of the latest Adventure Pack, and would have tried it out within days (if not hours!) of getting it. I recall my first plays with The Dead Marshes being almost at the dead of night, as I just couldn’t wait to give it a go! Happy times, indeed.

As the game matured and evolved, though, I think that faded for me, as the quests seemed to get harder and harder almost on purpose. Some of those from the fourth cycle onwards (the Ringmaker cycle) felt a little like they were too much like a game, and not as much like an exploration of Middle Earth, and I seem to recall it was around this time that my attention waned somewhat. I’ve certainly never been as excited for the latest expansions to arrive since – although Sands of Harad was perhaps one exception!

I recently gave a couple of new scenarios a try, while still intending to play through the entire game from start to finish, and I think it surprised me at just how difficult things have become! Sands of Harad has been on my radar for a long while now, as I love the desert theme and whatnot, but I was a little surprised at how brutal the first quest was – having an automatic “you lose” if there are no progress tokens on a quest, as well as a proliferation of enemies to keep you pinned down and make questing difficult, seemed a far cry from the banks of the Anduin! The Nightmare decks for scenarios are supposed to represent an opponent tweaking his deck to give you a slightly tougher challenge, but I thought this was quite tough to begin with, so would hate to see how bad Nightmare mode makes this one!

I’ve been using an elven-themed deck, which features a lot of comparatively new cards from the Ringmaker cycle. I’ve previously talked about the deck here, and you can see the full breakdown in that blog also. However, I think I might need to include some of the newer-still cards if I’m to make it through these new scenarios!

Shadows of Mirkwood

Of course, my all-time favourite scenario remains The Hills of Emyn Muil. It’s widely dismissed by the internet community as being “too easy” and has been consigned to oblivion since 2011. But I would vehemently defend this as being the most thematic, Tolkien-esque expansion for the game that FFG has ever produced. Nowhere is the breadth of Middle Earth more clearly brought to the tabletop than in this expansion, as we wander almost lost and aimless through the expanse of Emyn Muil, desperately trying to pick up the trail of Gollum once again. It manages to capture the feel of the books, and even that of the movies, so amazingly well that I always look forward to playing this one. It might be easy to play as a game, but as a gameplay experience, it is just nothing short of wonderful.

The Dwarrowdelf cycle is one that I feel another special sort of kinship with, though I always feel like I need to play with my Dwarven deck whenever I head into the Mines of Moria. Part of that is a game reason, of course, as the deck includes a lot of cards designed to work with the Underground locations within that cycle, but even so, there is a very strong theme here that comes from the fact that Dwarves were the first deck archetype to be really supported in the game.

The cycle is obviously FFG trying to tell the central story from Fellowship of the Ring, as the merry band of heroes travels through the Mines on their way to Lórien, from the time when the company didn’t have the licence to produce games based on the books themselves. While we’ve since had the Saga expansions that actually tell that tale, I still enjoy the Dwarrowdelf cycle for what it is: an attempt to tell an original tale within the framework of the novel itself. I like it, anyway, and I think I’ve returned to this cycle much more than I’ve attempted to play through the Saga expansion itself!

My recent playthrough of the three scenarios from Khazad-dûm this past weekend has shown that, between some luck and the amazing synergy that a Dwarven deck can build, the scenarios are nowhere near as difficult as they once were. I think it’s not so much the whole Dwarrowdelf cycle support for the theme, but also the two Hobbit Saga expansions that really helped to flesh out the archetype – the increased bonuses granted for having more than five Dwarf characters in play, combined with some of the cheaper generic Dwarves from the core set and early packs, really help to build the theme early on.

For reference, then, here’s my Dwarf deck that I enjoy:

Dáin Ironfoot (leadership)
Óin (spirit)
Ori (lore)

Allies:
Glóin
Gimli
Dori
Bifur
Bofur
Fili
Kili
Dwalin
Zigil Miner
Longbeard Orc Slayer
Miner of the Iron Hills
Longbeard Map-Maker
Erebor Hammersmith
Erebor Record Keeper
Erebor Battle Master

Attachments:
Song of Battle
Song of Kings
Ever My Heart Rises (2)
Dwarrowdelf Axe (2)
Narvi’s Belt (2)
Boots from Erebor
Legacy of Durin (2)
Hardy Leadership
Cram

Event: 
Khazâd! Khazâd!
Dwarven Tomb
Untroubled by Darkness (2)
Durin’s Song (2)
To me! O my kinsfolk! (2)
Lure of Moria (2)
Strength of Will (2)
Daeron’s Runes
Ever Onward
Ancestral Knowledge (2)
Fresh Tracks (2)
A Good Harvest
We Are Not Idle
Quick Strike
Sneak Attack

The deck is one of my favourites, though as I said above, it can get on-line pretty quickly and make short work of some of these earlier scenarios. There are a lot of effects that trigger of specific location-types, which means I probably wouldn’t bring it out if I knew there were none of those locations coming in the deck. The return of Underground and Dark locations in the Ered Mithrin cycle has made me think once more about seeing how this deck fares with those newer scenarios, though, so I may well give it a go in the near future!

Lord of the Rings LCG may well be coming to the end of its life cycle soon, as it feels very much like FFG is winding down the game. It has grown significantly over the last 7 years, and it’s currently their longest-running card game still being produced, with a card pool that really shows that. While I do appreciate the fact that core set cards remain valid in decks built to take on the very latest expansions (the above example with Sands of Harad being a case in point), I think there is a general pervasive feeling that the game is coming to its end, with the current Ered Mithrin cycle feeling very much like one last hurrah through Middle Earth before it’s done. Seeing scenarios that re-use encounter sets from the core set, as well as returning to mechanics such as Underground and Dark locations, feels very much like a last ride through the fan favourites before calling it a day.

I will naturally be saddened to see the end of the game, should that come to pass, but I think, of all the games I own, this is one that I have kept coming back to, and will keep coming back to, time and time again. Not just for the wonderful memories it has given me, or the beautiful card art, or the breathtaking narrative each Adventure Pack brings, but just because it’s such a good game, overall. It’s a fantastic adventure game, while managing to be as under-stated as Tolkien could be.

I just love it!

Getting back to Mirkwood, part one

Hey everybody!
I’m having something of a card game renaissance lately, getting back into both Arkham Horror LCG and my all-time favourite game, Lord of the Rings LCG! I’ve rambled previously about these events, of course, and today will be a little more of a ramble, as I talk about revisiting three of the absolute classics of the game, the first half of the Shadows of Mirkwood cycle!

I’ve waxed lyrical about this game in a number of posts now, but I really can’t quite describe just how much joy I get from playing this game!

If you read my original look through the Mirkwood cycle linked above, you’ll know just how much I like to wax lyrical about this cycle. I wrote that back in 2014, but it all pretty much still stands up as true! The cycle is just so classic for me, and so quintessentially what this game is all about. This was released before the Saga expansions of course, when I think FFG didn’t have licence to produce games set to follow the books themselves, so had to work around that by producing these side-stories. We see this most clearly with the Dwarrowdelf cycle, of course, but even with things like the Dead Marshes here, we’re attempting to visit book locations while not telling the story of Frodo and Sam.

While I’ve been a huge fan of this cycle since I originally bought it, I don’t normally play Conflict at the Carrock or A Journey to Rhosgobel, as I like the cinematic feel of playing packs I, IV, V and VI in that order. Missing out the ‘side quests’ has become so normal for me that actually playing them this time has been a lot of fun! A Journey to Rhosgobel in particular was almost something of a discovery, as I’d forgotten so much of that scenario!

I was playing through them with my Elves deck, which is made up of a lot of cards from the Ringmaker cycle, something that I was curious to see whether it would have much of an effect on these comparatively older expansions. As it happens, the answer is no. Don’t get me wrong, I think there’s a lot to be said for playing with a much more synergistic deck like all-elves or all-dwarves, as FFG have really made some great attempts to bring these cards together into often quite powerful archetypes, whereas trying to play with the wider synergies of the entire sphere could see you struggle, but I don’t think it makes things particularly easier to manage. My elven deck can allow Legolas and Glorfindel to become real powerhouses, of course, but I still managed to end up with Glorfindel Sacked! in Conflict at the Carrock, and I did still lose A Journey to Rhosgobel after having only discovered one Athelas plant.

I’m really thinking I might play Rhosgobel again, as I feel like I barely know that pack! It was a lot of fun – well, the whole playthrough was a lot of fun! But yeah, might get back to that one before I move on into the Hills of Emyn Muil


I’ve got the second half of these quests to play through as well, of course, but I’m also thinking about playing through on Nightmare mode before I move on to Khazad-dûm. It’s something I definitely don’t normally do, as I find a lot of the time, Nightmare mode feels like it breaks the original theme for the sake of making an otherwise really enjoyable game unnecessarily difficult. However, when I’ve previously looked through the cards for the Mirkwood Nightmares, I seem to recall they’re actually very thematic as well. Maybe I’m unjustly hating on Nightmare mode? Anyway. We shall see!

The Lord of the Rings LCG remains my all-time favourite game, and I am really looking forward to getting back into playing through some of my favourite quests, as well as playing the newer scenarios that I have yet to experience! Stay tuned!

Getting back to Arkham!

Hey everybody!
After talking more about the general boardgames in recent weeks, rather than bombarding you all with news of my hobby progress etc, I thought I’d come here and ramble for a bit about how it went with my Arkham Horror LCG core set campaign!

It’s been ages since I had originally started this, of course, and I had actually had to re-start so that I could once again get into the game and its various mechanics.

So I took Daisy and Skids off on an adventure to save the world from a diabolical cult, and it actually went fairly well – my initial thought about two investigators causing more problems didn’t really pose that much of an issue, as there were also more clues being spawned and we got through the encounter deck a lot quicker, etc.

I must say, I’m quite surprised at the differences between this game and Lord of the Rings, which I’d recently gotten back into of course, and my approaches to them. Skids had pretty much been tooled-up to be the heavy hitter, while Daisy was scampering off investigating clues etc, but there is a distinct lack of enemies that require beating up for the Skids deck as I’d been building it to really work.

While there are plenty of monsters here, and that’s also true of the board game antecedent also, the game is less about combat than it is about, well, everything else! I quite like that about it, as I’m not really looking for a beat-’em-up style experience all the time.

The Dunwich Legacy

For now, anyway, I’ve made my way through the core set campaign, Night of the Zealot, and while I’m sure at some point I’ll be investing in the campaign box they recently brought out, for now my attention has been firmly fixed on Dunwich. I’ve been putting this off for an age now, of course, but I really want to actually make it to the first cycle of expansions and just see what they’re all about!

My initial investigations have shown that it has no real link to the core set, so I have retired my Daisy and Skids decks, and instead have been looking to build decks with the new investigators from the deluxe expansion. This sort of thing does bring with it an interesting situation, as the investigators here have a completely different sort of limitation upon their deckbuilding, which involves a lot more thought than the core investigators, and just mashing together two factions into a single deck! Of course, I still haven’t made the leap for a second core box, so my deckbuilding options are a little slim as far as that goes, so I’m thinking I may well be buying that second box before Christmas gets here.

I’m very much looking forward to getting back into the whole card gaming world of LCGs this autumn/winter season, so stay tuned for more exciting updates!!

Arkham Horror LCG

Returning to Middle Earth!

Hey everybody!
So, after my last blog, I was really feeling the need to get back into Middle Earth, and playing some Lord of the Rings LCG once again. It’s without a doubt my favourite game, so when I had some spare time last Sunday, I dusted off my elves deck and took a turn through the first two scenarios in the core set.

My goodness me, what a wonderful time was had!

I’d forgotten how good the elves were to play, having not had a game with that deck since 2016, when I had made a brief attempt to get playing this game again, and made a new Dúnedain deck. The elven strategy is to gain benefits from discarding cards; some of those benefits can be quite handy, and one of the most notable from my games at the weekend was that of Erestor, allowing me to cycle through my deck a lot more efficiently.

I’m sure I’ve said this before, but I feel like I have become a much better card-game-player since I started getting into Magic all those years ago, as the whole Magic scene better-prepares you for building decks etc than any other game I’ve ever come across.

The Wilds of Rhovanion

While I’m currently thinking that I’m going to try and play my way through the game from the start, cycle by cycle, the reason for me writing this blog today is that I have now taken delivery of both the latest (last?) deluxe expansion, and the first pack in the linked cycle! I’ve talked briefly about this before, but I do have the strong feeling that this latest expansion is bringing the game a whole lot closer to the early days of the Mirkwood cycle, when I really fell in love with it and obsessed over it.

The three scenarios take us along the Anduin once again, through Mirkwood Forest, and then under the Lonely Mountain on a quest for King Brand, who appears as one of the new heroes. The expansion has a really nice feel to it, and the Dale theme among the player cards does appear to be one that could be a lot of fun to work with. I’ve previously tried an Outlands human deck, but felt it was a little bland – the Men of Dale could be the men I’ve been looking for all these years! Ahem…

What’s really exciting about this latest expansion in the fact we’re re-using encounter sets from the core set – only a couple, but they’re there once again! It’s something I’ve wondered if they’d ever do for a long time now, and while it is only the core set encounters, I am left wondering how far they could feasibly take this in the game. Expansions of expansions are always a very dubious prospect, as it requires a player to have more than just the core set, but given that each cycle has required its deluxe expansion in order to function, it would really only be expanding on that theme…

Of course, I’m not going to get into the whole “is this the final cycle?” question just now.

The Wilds of Rhovanion
While I did say earlier that I was going to attempt to play my way steadily through all of the released content for the game, I might just have a sneaky game with this expansion at the weekend, perhaps make up a new deck especially for the occasion, and see whether the old magic still pervades the latest offerings for the game. And then I’ll get stuck into The Hunt for Gollum!


So what is my elven deck, you might be asking yourselves. Well, it’s something that I built a number of years ago, somewhat following on from this pair of articles on the FFG website, here and here. So, in the spirit of sharing, let me show you…

Glorfindel (spirit)
Elrond (lore)
Legolas (tactics)

Leadership:
Erestor
Orophin
Naith Guide

Tactics:
Rúmil
Galadhon Archer
Marksman of Lórien
Arod
Bow of the Galadhrim
Rivendell Blade (2)
Blade of Gondolin
Unseen Strike
Hands Upon the Bow
Quick Strike
Pursuing the Enemy
Rain of Arrows

Spirit:
Arwen Undómiel
Imladris Stargazer
Lórien Guide
Light of Valinor (2)
The Favor of the Lady (2)
Elrond’s Counsel (2)
The Galadhrim’s Greeting (2)
Fair and Perilous (2)
A Test of Will (2)
Island amid Perils
Children of the Sea

Lore:
Henamarth Riversong
Haldir of Lórien
Gildor Inglorion
Galdor of the Havens
Galadhrim Healer
Mirkwood Runner
Silvan Tracker
Asfaloth
Elf-stone (2)
Protector of Lórien
The Tree People
Lórien’s Wealth (2)
Leave no Trace

Neutral:
Vilya
Keen as Lances

The are, for sure, a number of cards in this deck that I think have been included more for theme than for actual utility – one of those themes being that the art is by Magali Villeneuve… But anyway! I think it’ll be useful to run through the deck soon and look at some of these cards, such as the very expensive Gildor Inglorion, and replace them with cards that might be better-placed overall. I play Lord of the Rings pretty much exclusively solo with one deck, so all card spaces are at a premium for me. Having cards in there just because the art is nice, or something, is not a good idea. But I don’t want to break the theme too much – it is an elven deck, and I want to have something that works off this theme overall.

 

It feels so good to be back in Middle Earth right now!

Playing Magic: Dominaria & Battlebond!

Hey everybody!
For today’s game day blog, I thought I’d take a look at another of my Magic decks that I’ve recently been enjoying, as well as throwing the spotlight on a couple of the recent sets for the game.

Magic Dominaria

Dominaria is first Magic set for a very long time to come out as a standalone expansion, part of the new three-and-one expansion model that will apparently allow for greater design space or something. There has been a lot of tinkering with the structure of Magic expansions in recent years, and we’re in the latest iteration of that now. Anyhow!

Back in the day, Magic began its life on the massive world of Dominaria, but has since moved around the multiverse and investigated a slew of new worlds. For the first time since 2007, we’ve gone back to where it all began, in celebration of Magic‘s 25th anniversary this year. Consequently, we’ve got something of a nostalgia-trip for a lot of people who were playing the game back in the day, as the story involves all manner of classic locations and characters, including Jhoira, Teferi, Jaya Ballard and Karn. It’s not all nostalgia, however, as we also get to catch up with Liliana and Gideon, who have journeyed to Dominaria on the trail of Belzenlok, the final demon who holds a piece of Liliana’s contract.

The set has seen a couple of rules tweaks, such as removing the term “mana pool”, and also a reworked border for Legendary permanents that was first tested out in the last Duel Deck, Elves vs Inventors. The new Legendary frame helps to distinguish these cards as, given the nostalgia theme of the set, there is a major focus on these sorts of spells. A new game term features in the set, Historic, which groups Legendary cards, artifact cards, and the new type of card, Sagas.

Dominaria Sagas

Sagas feature across all five colours, and generally have beautiful artwork reminiscent of an illuminated manuscript or stained glass. They all have three “chapters”, and enter the battlefield with a lore counter that allows the first chapter to trigger. After the third counter is placed, chapter three triggers then the card goes away. At first I was a little bit underwhelmed by some of these Sagas, and struggled to find a place for any of them in my deck, until of course I came to build the deck I’m talking about today!

Even for a relative newbie like myself (it’s been barely three years since I’ve been playing), seeing a lot of the artwork on these cards, and the returning themes and characters, it can be quite the nostalgia trip in itself. I’ve spent a lot of those three years collecting up older cards, and while I’m perhaps not as immersed in the lore of the original plane as I could be, it is still a lot of fun seeing this blend of the older stuff with the new Gatewatch vs Bolas storyline. All in all, a great set!

Magic Battlebond

Battlebond is the summer supplemental product that is focused on Two-Headed-Giant, the format where two players take on two other players. There is a theme of e-sports in the game, as the set takes place on the plane of Kylem, and specifically the arena of Valor’s Reach. Here, two-on-two combat is the spectacle that everybody is interested in, as combatants strive to defeat their opponents with flair and style.

In keeping with this theme, the set re-introduces the Partner mechanic from Commander 2016, this time using specific paired creatures that you or a team-mate can search for when one of them is put into play. There are 11 partnered pairs, including a pair of Planeswalkers, Rowan and Will Kenrith. While the set is designed for 2HG, Commander was another format consideration for a lot of the new cards, and these Planeswalkers are an example of that, having the first on-card reference to a Commander outside of the Commander products.

This is a supplemental set, and while there are a few new cards in here, there are also a healthy dose of reprints, most notably Doubling Season. I was unbelievably lucky to actually pull one of these when I bought a few packs upon release, so I’ll have to find a good use for that soon!

So what have I been making out of these two sets?

Garna the Bloodflame deck

I love Black and Red, I’m sure I’ve mentioned this already here on the blog. After floundering around for a bit, I decided to look at building a Dominaria-block deck around Garna, the Bloodflame. It’s an interesting card that seems a little bit niche, and is perhaps symptomatic of the need to create Legendary creatures at both rare and uncommon in the set. I still wanted to use a lot of the Cabal-themed cards from Dominaria, so now supported them with some of the red, Keldon-themed cards. Finally, I added in some of the Azra cards from Battlebond (the half-demon creatures) and produced a fairly aggro-based deck that still manages, for me at least, to maintain some depth to it.

Creatures
Blaring Captain (2)
Cabal Paladin (2)
Champion of the Flame (2)
Garna, the Bloodflame (2)
Josu Vess, Lich Knight
Mindblade Render
Rushblade Commander (2)
Stronghold Confessor (2)
Urgoros, the Empty One
Verix Bladewing
Whisper, Blood Liturgist

Instants and Sorceries
Diabolic Intent
Warlord’s Fury (2)
Blessing of Belzenlok (4)
Fervent Strike (2)

Enchantment
Demonic Vigor (2)
Frenzied Rage (2)
Lighting Talons (2)
Rite of Belzenlok (2)

Artifact
Blackblade Reforged

Land
Cabal Stronghold
Cinder Barrens (2)
Dragonskull Summit (2)
Mountain (9)
Swamp (11)

The deck is primarily focused around having fun, and uses a lot of cards that tend to do quite well without the need for specific combos to be set up. My favourite way to play the game, in many respects. Admittedly, a few of the cards here (particularly the Azra cards) feel a bit shoe-horned in, as there aren’t a great deal of Warriors to care about. I’m also not 100% sure on Josu Vess staying in the deck, but I think that this is a deck that I will be coming to time and again, and tinkering with it as new things catch my eye. The core of Dominaria-themed cards is there, which has something that is just so quintessentially Magic, that I’m sure it will be a lot of fun to bring new stuff into the mix alongside these things as time goes on.

I still need to investigate what Core 2019 has to offer me, in this respect, to say nothing of the upcoming Commander 2018 edition!! I think Xantcha, Sleeper Agent could be a fun include in here…