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…

Magic Lessons

Hey everybody!
In celebration of the return of Spellslingers to Geek & Sundry, I thought I’d publish this quick blog about a couple of decks that I’ve been using to teach the game of Magic to my girlfriend Jemma. We’ve been playing a few co-op games already, but I was keen to get this to the table as one of my favourite card games, although wasn’t entirely sure how. The results of these lessons are still a bit sketchy for the time being, but hopefully things will prevail!

I’d initially thought about introducing the game with Standard decks that are based around one of the tribes of Ixalan – I’ve already got a Vampires deck built, and have since built up Merfolk (really fun – watch out for that to be featured here soon!), Dinosaurs (both Dino Soldiers in R/W, and the big beasts themselves in R/G), and Pirates (just B/U), along with two further tribal decks; Wizards (from Dominaria) and flying birds of doom (U/W from the current Standard).

However, some of those things are potentially too confusing, so at the weekend I put together two 40-card decks that used cards from across the period when I was really getting into the game: Tarkir block, and both M15 and Origins core sets. The first deck closely replicates one of my all-time favourite decks to play, B/W Warriors!

Creatures:
Mardu Hateblade (2)
Dromoka Warrior (2)
Herald of Dromoka (2)
Arashin Foremost
Mardu Hordechief
Sunscorch Regent
Hand of Silumgar (2)
Chief of the Scale
Chief of the Edge

Enchantments:
Infernal Scarring
Raiders’ Spoils
Abzan Runemark (2)

Instants & Sorceries:
Coat with Venom (2)
Rush of Battle

Artifacts:
War Horn
Prism Ring
Hewed Stone Retainers

Lands:
Plains (8)
Swamp (6)
Scoured Barrens (2)
Evolving Wilds

MTG Scoured Barrens

The Warriors deck is fairly inexpensive – of course, it’s made up from cards that I already had in my collection, but it costs under $7 to construct via Card Kingdom, according to tappedout.net – and synergises well with itself overall. I’ve included the Sunscorch Regent as I wanted a big finisher type of card, but more than anything I wanted to show a variety of cards and, overall, the variety that is inherent throughout the game!

I’ve steered clear of a few of the more complex Warrior cards, as I was trying to be mindful of the keywords and rules concepts within the deck. As it stands, Vigilance and Deathtouch are quite key here, but then they were key to the deck anyway. Double Strike also features through Arashin Foremost, which in retrospect could be quite tricky to grasp. Rush of Battle was another key card for the deck, and introduced Lifelink – fortunately, that isn’t too difficult to deal with. Finally, Raid is on a couple of cards, but as the effect is printed on the card, it doesn’t really matter too much.

But what about the second deck? For this one, I chose Blue-Green, one of my favourite colour combinations that doesn’t involve Black, and went with a much broader theme of making creatures huge. Prowess was a natural include as far as rules goes, so the card pool was widened somewhat to include enough cards with this effect.

Creatures:
Druid of the Cowl (2)
Beastcaller Savant
Umara Entangler
Saddleback Lagac
Soulblade Djinn
Paragon of Eternal Wilds
Paragon of Gathering Mists
Jhessian Thief
Vedalken Blademaster
Armorcraft Judge
Lotus Path Djinn
Ridgescale Tusker

Enchantments:
Temur Runemark
Elemental Bond
Military Intelligence

Instants & Sorceries:
Lifecrafter’s Gift
Awaken the Bear
Dragonscale Boon
Gather Courage
Anticipate
Titanic Growth

Lands:
Forest (8)
Island (7)
Thornwood Falls (2)
Evolving Wilds

MTG Soulblade Djinn
I was looking to create a sense of balance within the decks at first, and had included the green dragon from Fate Reforged, Destructor Dragon, but as it turned out I think that was one creature too many – I’m not that great at building Prowess decks, as I invariably want to include too many creatures! Having already got the Ridgescale Tusker in the deck, I think that’s as big a creature as I need. This is another deck you can put together for under $7 via Card Kingdom according to tappedout.net, so the whole experience should be pretty cheap and straightforward if you fancy recreating any of these decks!

The deck does take a little more work than the Warriors deck, however, as there is some element of timing for when to play certain cards. We’re not talking combat tricks here per se, just the sequencing between cards that place +1/+1 counters, and cards that interact with those counters. For example, the sequence of Ridgescale Tusker putting counters on each creature, followed by Lifecrafter’s Gift that puts counters on each creature already with a counter on it, before Armorcraft Judge drawing you cards for each creature with a counter on it.

As it happens, Jemma took the Warriors deck – “lots of little men who support each other to fight” – while I was left with “a handful of creatures that want to be made huge”. It was a good choice, on reflection, as the U/G deck definitely had the tougher time of things.


Magic Lessons

A lot of people on the internets will tell you, when introducing somebody to the game, to stick with just vanilla creatures, and even to avoid Instants and Sorceries for the first few games, instead just duking it out between the creatures you’ve summoned. Stick with mono-colour, avoid all the complicated stuff, and just get the basics down.

I disagree with that approach to some extent, as part of the joy of playing Magic comes from that variety that I mentioned at the start, and the combination of cards working together to produce the deck. If you scale these things back, you lose some important parts of what makes the game so much fun, and I think you risk introducing the game as being quite boring.

“So it’s just, my creature kills your creature, until somehow we manage to kill each other?”

“No no, it’s actually a lot more fun than this! We can play other cards to influence the game, and create combos between creatures and keywords and effects!”

So why don’t you just include some of those cards from the outset?

I do agree, though, that you should absolutely stay away from Counter magic when teaching the game. If you’ve got a player trying to figure things out, and all you’re doing is cancelling their stuff, that is just a recipe for disaster. Similarly if they have the Control deck – at even the more basic level, it requires some skill at the game to know what to allow and what to counter. I think you should try to ignore the Stack as much as you can – of course, explain when cards can be played, but try to avoid talking about “in response” and the like. The few Instants that I managed to cast, I played effectively as Sorcery cards, and not as combat tricks in response to blockers being declared – that can be confusing and feel almost like the person doing it is cheating.

(However, I often use pump spells and other combat tricks almost as deterrents, and will pump the team with an Instant in the pre-combat main phase. It works particularly nicely with Boros decks, I’ve found!)

Something I think that can be quite subtle, and that a lot of people seem to overlook, is to make sure you play correctly when teaching, almost as a demonstration. Sure, let the other person order their lands above their creatures or whatever (Jemma actually had her lands on the left, and creatures on the right, which made me itch a little). But make sure your own board is clear, the lands are organised, the enchantments and artifacts are together, the creatures are together, etc. Tap and untap correctly (I’m terrible for just “slightly turning” a card when I tap it…) and generally be a good example of how to actually play!

Keywords
Okay, so sure, keywords can be tricky, especially if you don’t know what they mean. For the B/W deck, there was Deathtouch and Vigilance, and while I took care to ensure Deathtouch instances always included the explanation of that keyword, Vigilance unfortunately was not explained on the card. Similarly with the U/G deck, Prowess was always explained wherever it appeared, but there were instances of Flying and Trample that were not explained, so could cause problems when trying to remember. However, with perhaps the exception of Prowess, all of these keywords feature across a very wide range of Magic cards, so I think it’s really important that you get used to them from the start.

These keywords are also really quite symbolic of the colours they appear in – Vigilance in White, Trample in Green, etc. It’s important to see that these flying creatures can’t be blocked by non-flyers, so you need to come up with another plan. It makes the game much more interesting than just a case of throwing generic 2/2s against generic 3/3s. Magic isn’t about that, so why give that impression?

A note about Double Strike though – if I’d thought some more, I would probably have left that card out, so instead chose to explain it as basically doubling the damage dealt, and was careful not to block when doing so. You don’t need to be explaining the finer points of First Strike damage to somebody on their first ever game.

MTG Druid of the Cowl

Interactions
A lot of the joy and excitement that I get from this game comes from the interactions between cards, and colours, and I especially enjoy seeing those interactions work across block sets, as well. By only including basic creatures and basic lands in a starter deck, you remove so much of that from the game, and run the risk of making the game seem incredibly bland and unimpressive. At the very basic level, even a simple pump spell can make things seem more interesting.

I think the most complicated these introductory games became was when Jemma had a Hand of Silumgar with an Abzan Runemark attached, along with Chief of the Scale and Raiders’ Spoils out. That simple 2/1 Deathtouching Warrior was now a 5/4 Deathtouching Warrior – and then she played Rush of Battle to make it a 7/5 Deathtouch Lifelink Warrior! In contrast, I managed to draw 14 lands almost consecutively, and only had a Vedalken Blademaster out.

Needless to say, I lost both of our games…

Should you throw games when introducing somebody new to that particular world? A lot of the advice Warhammer players dish out is that yes, you should. By all means try, and deal out some damage, but don’t play at your normal level and smash face. Well, I think the same thing is true for introducing Magic to people. Don’t try to win too hard – not difficult for me with the U/G deck I was playing, but if I’d been playing the Warriors, I would perhaps have kept back some of the pump spells to make sure I didn’t overwhelm the board and demolish her.

I think it’s important to give a new person a good overview of the game, and allow them to play some cards, but it’s equally important to show them that it isn’t going to be a walk in the park. You don’t want someone to think, “Oh, that game’s really easy!” after a couple of games. So by all means, I’ll attack with that massive beast creature that I’ve just dumped some +1/+1 counters onto and pumped with a Titanic Growth. I might even throw some trample in there. But I’ll also make sure to block with my mana dorks, and put myself behind sometimes. I’m not trying to win a GP, I’m trying to get another human being into playing this game with me!

MTG Sunscorch Regent

Did it work?
On reflection, the Warriors deck is perhaps a little over-powered, in that it works extremely well. In theory, the Blue/Green Prowess deck should allow you to make creatures enormous, and could be really strong as well, but I think it needs more refinement if that were to happen.

For the first game, we played with open hands, and I was providing perhaps too much advice and guidance, such as who to target with certain cards, which creature to play at which point. I was doing so as fairly as possible, as I wanted to impart some of the strategy and stuff. It also helped that I was land-flooded and she could see that I wasn’t being nice, but that I couldn’t actually play anything to respond. For the second game, we went with the standard approach, although Jemma did still ask questions about if a certain play was possible. Warriors are fun, and the deck is very tight-knit, but it did become quite confusing for her when trying to remember who was buffing who, and how they were doing it.

However, for someone who freely admits she is no good at the strategy, she made some really strong plays during that second match, which I think vindicated my choice of not using just generic decks to play the game. When we’ve been playing Elder Sign and Eldritch Horror before now, she has made very good calls on what we, as a team, should be doing, but I think the fact that she was suddenly playing against me in this game made her feel like she couldn’t deal with it. Persistence showed she can, though, and so I hope we’ll get to play some more soon!

Have you tried to teach someone Magic? How did it go? I’d be interested to read your comments below!!

Vampire thoughts

Hey everybody!
It’s game day once again here at spalanz.com, and today I have something that I think is fairly interesting to share with you all: I’ve been thinking once more about Magic the Gathering, and have made some tentative steps into getting back into the game!

Remember at the back end of last year, when I tried my hand at a B/W Vampires sealed deck? Well I’ve been trying to do something more with that, making it more interesting while keeping it just within the Ixalan block rather than trying to be a full Standard experience. Well, I’ve been shuffling about with things, and while it might not be the best of decks out there, I thought it was cool enough that I wanted to share it here for game day!

Creatures
Bloodcrazed Paladin (2)
Anointed Deacon
Sanctum Seeker
Vicious Conquistador (2)
Skyblade of the Legion
Duskborne Skymarcher (2)
Legion Lieutenant (2)
Bishop of the Bloodstained (2)
Inspiring Cleric
Paladin of the Bloodstained
Skymarch Bloodletter
Elenda, the Dusk Rose
Vona, Butcher of Magan

Instants & Sorceries
Pride of Conquerors
Rallying Roar
Vampire’s Zeal (2)
Costly Plunder (2)
Call to the Feast (4)
Arterial Flow (2)
Queen’s Commission (2)

Enchantments
Raiders’ Wake
Mark of the Vampire

Artifacts
Pillar of Origins (3)

Lands
Unclaimed Territory
Forsaken Sanctuary (4)
Swamp (9)
Plains (9)

One of the things I really wanted to try with this build is making a ton of Vampire tokens, getting really aggressive with them, and if they die, then they just make Elenda bigger – or the Bloodcrazed Paladin, of course, if I can flash him in for a few +1/+1 counters. Having a lot of pump spells in there also should help to make those tokens more than just meh, and I particularly like things like the Sanctum Seeker and Bishop of the Bloodstained for causing direct life loss rather than having combat as the only way to win with an aggro deck.

I’ve built a lot of Vampire decks along the way, of course, and while I think I’ll always prefer B/R Vampires such as this deck from Shadows of Innistrad, I do like the way that Black and White plays in general, which is why so many of my decks over the years have been in these colours. I should also look into building a Mardu Vampires deck – along with building up this deck to a full 60 cards, I’ve had a number of thoughts on tinkering with the Edgar Markov Commander deck from last summer, too.

I think there is plenty that can still be done to this deck to improve it, and to that end I’ve got a few singles on order to help refine the play somewhat, including a second copy of Elenda. My first build of any deck tends to be a little bit wild as I try to jam in as many copies of interesting cards as I can, before finally trimming things down to more efficient methods. I mean, the aforementioned B/R Vampires deck ran like a dream, and I’d like to see if I could do the same thing with this build in B/W.

Crucially, I’ve had no opportunity to test this deck yet, so I’m hoping that I’ll have some further insights once I’ve managed to get in a few games. My time for Magic-playing has been almost non-existent for the past year, so I think I need to re-evaluate things and see if I can get back into game nights and whatnot!

Anyway, I think the fresh new look of Dominaria has gotten me intrigued enough that I’m once more buying Magic products and seeing what’s occurring in the multiverse, and I’m excited to see what’s coming up next in my deckbuilding adventures!