Catching up with the world

Hey everybody!
It’s been a while since I’ve caught up with the wider goings-on of the world, it seems, having been focused almost exclusively on the world of Warhammer for quite some time here on this blog, so I thought I’d take some time today to have a look at what else has been going on, and share some musings with you all here! You know you love it.

My mate Tony sent me the trailer for Dark Phoenix last week, which was a total shock as I hadn’t been aware that Fox were continuing their X-Men reboot past Apocalypse. I really like those movies, even if the third one fell a little flat, and the trailer here looks to be along similar lines as the existing trilogy, so I’m really looking forward to this one. Hopefully it’ll continue the theme and be a really classy film, overall. I suppose it can’t be any worse than the last time they tried to do the Dark Phoenix storyline, though…

Looking at some of the info online around the film, it seems like the cosmic elements of the original Dark Phoenix comic book are being introduced in this film, which is an interesting slant. Previous X-Men films have always tried to take a very grounded, real-world approach to things, so it’ll be interesting to see if that can be maintained while also including the Shi’ar. I guess we’ll see in February! While it seems the reception of this trailer hasn’t been particularly stellar, though, I am looking forward to seeing the movie.

I don’t get to read a great deal of comic books these days, though have always been more a DC boy when it comes to the original source material. I think I might try and get into that again once I’ve finished reading the current tome I’m enjoying, the fourth CJ Sansom historical novel Revelation. I’ve been reading those books since Christmas, and they’re really quite enjoyable! If a little weighty…

Anyway!

My wife is a huge Harry Potter fan (I do enjoy the franchise as well, though have always preferred the novels to any attempt at visual media), and has been excitedly talking about the upcoming second Fantastic Beasts film. I did enjoy the first one, I thought it was really interesting to explore the magical world in another locale from a British boarding school, and 1920s New York was a lot of fun. The surprise link to the Gellert Grindelwald storyline was nicely done, and I was somewhat excited at the idea of seeing a series of these films – while I wasn’t a fan of the Harry Potter films themselves, I think that was due to the fact I vastly preferred the books. We watched the trailer for the second film the other day, and it does look like it should be another exciting installment, at any rate!

Of course, there is the whole Nagini casting controversy, and I’m not about to get into that, but suffice it to say, I do feel sometimes that these things get blown too much out of proportion. If the actress cast in the role is happy with the ethnic choices made, then I think she’s better qualified than me to make that sort of judgment. So let’s see how the film turns out when it’s released in November…

The Wilds of Rhovanion

Let’s turn to games now – and I want to start with Lord of the Rings LCG. I’ve often mentioned this game on my blog here as my all-time favourite, and while that accolade hasn’t changed, I haven’t played this game for the longest time. Indeed, I haven’t even caught up with the latest deluxe/cycle yet, still having not properly played the game past The Lost Realm. I really, really love this game though, and the latest preview for the fourth adventure pack in the new cycle has gotten me really keen to get back into it.

I have previously played this game with the other half, and she didn’t mind it too much due to the co-op nature of things, so I’m wondering if I might try and re-introduce it at some point soon. Though it would be no big deal if it didn’t go down too well – I absolutely love the original Shadows of Mirkwood cycle, and am fairly chomping at the bit to try my hand at some of those quests once again! I do need to try and catch up with the releases though, and see what I have waiting for me to discover. I feel like the Ered Mithrin cycle may well be the game’s last, in light of how much the e-version of the game is being pushed, so I think it’s something of a priority to get everything before it’s too late!

Arkham Horror LCG

I also tried to introduce the Arkham Horror LCG a short while ago, but that one didn’t go down quite as well. I was also surprised at how much more difficult that game becomes with an additional player in the mix – I do enjoy the universe, for sure, but I think, all things considered, I might leave off with this game when the current cycle ends. I’ve not been good at playing this one, sadly, so while I’ve been buying the new packs as they’ve been released, I actually haven’t played anything beyond the core set. Definitely need to get my act together on that front!!

The Autumn is one of my favourite times of year, not only because the countryside looks great with all the leaf-changes going on, but because I have fond memories of gaming – both with regular tabletop games, and getting into Warhammer 40k. I don’t know if I’ll get to explore anything too intense like that old favourite, Runebound, but I think it’s definitely high-time I looked at something beyond the grim darkness of the 41st millennium.

Heroes of Terrinoth

Speaking of Runebound and the Terrinoth universe, there has been a new preview up for the upcoming Heroes of Terrinoth co-op card game, which continues to excite me! It feels like this game is going to be something of an enjoyable fantasy game, and the fact that it’s co-op should mean it’ll be a lot of fun, so I’m cautiously hopeful it will live up to my expectations. It seems like it should be a nice return to those sorts of hero-driven Terrinoth games like Descent and Runebound, rather than the faction-driven Runewars and Rune Age. Not that those games aren’t a lot of fun, of course, but I do prefer the older style, personally!

When it was originally previewed, I thought it was going to be another LCG, which had initially excited me, but now I’m quite glad we’re not going to be getting that particular model for this one. I think the endless demand for more adventure packs could prove to wear quite thin with this sort of game, as the danger of getting bland, generic quests becomes too real. Lord of the Rings has surprised me in some respect by managing to sustain itself to become the juggernaut of an LCG that it is, though I think that is more due to the fact that it is working within an established lore, rather than anything else. Terrinoth is no Middle Earth, and burnout is a real possibility. I’d also be happy to see one small-box expansion per year for such a smaller-scale card game, depending on how interesting the core set turns out to be. FFG have previously expanded their games unto death, of course, but I do like to think that maybe we could get one game that isn’t expanded for the sake of it. In that respect, their Blood Bowl: Team Manager game was actually really well-implemented…

I’m not sure how much mileage this game will have, and part of me does worry it could tank like FFG’s Warhammer Quest game, but I do find myself hoping that in actual fact we get something that is enjoyable and fun, and it’s another of these games I find myself hoping that I can bring to the table with the other half. I’ve previously bemoaned the fact that boardgames have felt a little like they’re trying to appeal too much to the mass-market, following the board game renaissance and whatnot, but in this instance, I think it might actually be a good thing. I suppose we’ll see when it comes out!

The next expansion to Magic: the Gathering is going to be released on Friday, Guilds of Ravnica, and while I haven’t even had much of a chance to explore M19 yet, I am quite intrigued by some of the cards I’d seen during preview season for the upcoming set. While there isn’t any Rakdos in this set, it does have Dimir, another favourite of the Guilds for me, and I was interested by the fact that I found a lot of the Boros cards to look fun this time around. I’ll most likely be picking up some cards and seeing what can be done with them soon, of course, as I do like to stay somewhat current.

It’s a shame that Magic didn’t go down too well with the other half, as it’s a game that I do enjoy to a fairly large degree, but I think co-op games definitely hold more sway when it comes to gaming with the wife. Which is fine, really, as there are definitely more co-op games I enjoy than competitive ones!

Did you guys realise Spellslingers is back for season 5 already?! I sure didn’t expect to see that come round quite so soon! It’s funny, because I don’t know a lot of these people, but the show is so good that it really doesn’t matter all that much. Sure, it felt better in the early days when he played with people like Rob Simpson, but it’s still so much fun due to Sean being such a great person in general. It’ll be interesting to see how well this collection of guests knows the game, as I always feel those are the better episodes for me. Season 4 had some good content in that regard, so here’s hoping!

On the subject of MtG youtube content, I think I also need to catch up with Game Knights. Another show I sometimes find myself harkening back to “the good old days” when they had their friends on playing genuinely interesting decks rather than the more paid-promotion style things, it’s nevertheless a very entertaining show and I can definitely recommend it still!

But what is one of my blogs if I didn’t talk about Warhammer 40k at least a little bit?! You’ll be pleased to know that I’m progressing fairly well with my Van Saar gang for Necromunda, having been inspired to get going with it following my local GW announcing a specialist games night once more. For a while, none of the specialist games were allowed to be played in-store, for a very odd reason, so I’m glad to see that come back as it means I’ll be able to finally get round to trying the game out! I’ve been buying everything for this game so far, so I’m looking forward to seeing if my purchases have been worthwhile!

While I’ve not been painting a great deal of late, I have been slowly moving back towards my Tau army ideas, primarily following the Kill Team stuff. I’ll be picking up the Tau expansion soon after next weekend, I’m sure, as I’ve been excitedly putting together a Tau list that I want to try out soon. It does include a few Pathfinders, so I want to get round to painting up some of those so that I have the fully-painted team sorted and ready to go, of course!

I’ll probably come back here sometime soon for a proper painting progress catch-up though, so stay tuned for that!!

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!!

Spellslingers is back!

Oh my goodness, it’s back! After what feels like an absolute age, Spellslingers is back on Geek & Sundry! Last seen during Origins back in 2015, we’ve finally got season 4 up on youtube, and it’s glorious!

I’m sure plenty of people are going to be slightly less than happy that it continues the theme from last season of having the more newbie players on the show, but I suppose we can’t always get Luis Scott Vargas on… At any rate, seeing this video has made my day, so sit back and enjoy!

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!

No longer Standard: Innistrad

Hey everybody!
There’s a distinctly horror-filled theme to game day blogs this month, as we approach ever-closer to Halloween and, today, I thought I’d share with you all a deck that I’ve built for Magic the Gathering that sees a lot of stuff I never thought I’d use in a deck! We’re headed to the plane of Innistrad, where vampires and werewolves prowl the night, and it’s all the people can do to invoke the angels to keep them from harm!

Innistrad

Innistrad block came out across 2011-12, and features the expansions Innistrad, Dark Ascension, and Avacyn Restored. As per usual, we had several new mechanics featured in the block, the most famous of which being the double-faced cards. These cards have no card back, but instead feature a day and night side, with text that describes the conditions under which the card turns from its day to its night side (and sometimes, night to day). The card never leaves the battlefield, so any auras or counters remain on that card after its transformation. The mechanic was predominantly used on human cards that transformed into werewolves, though there were a couple more instances (including a knife that turns into a demon).

This really serves to highlight the gothic horror theme of Innistrad, which is perhaps one of the most flavourful sets ever released for Magic the Gathering. There are predominantly five tribes explored over the cards in the set, each tribe belonging to an allied colour pair: the aforementioned werewolves in red and green; vampires in black and red; zombies in blue and black; spirits in white and blue, and humans in green and white.

Innistrad

Innistrad, as a horror-themed set, also featured graveyard mechanics such as Flashback (first seen back in Odyssey), as well as wider graveyard strategies in general. Morbid was a mechanic that granted creatures benefits if another creature died this turn. Dark Ascension continued the horror theme by giving us Undying cards, which triggers when a creature without +1/+1 counters on it dies, bringing the creature back with such a counter. Fateful Hour is an ability that triggers if your life total is 5 or less, often providing a last-minute boost for creatures in some way. Despite often being overlooked, I think this mechanic is one of my favourites purely for the theme!

Finally, Avacyn Restored brought more new mechanics, including Miracle, a card that could be cast for its Miracle cost if it is the first card drawn that turn – the card frame was changed slightly to show that the card was a Miracle card, and led to players doing that weird sliding the card across the playmat towards themselves to ensure the card didn’t hit their hand before they cast it. Soulbond allows you to pair a creature with another creature, and both of them get a specific ability as a result. Both mechanics featured across all colours except black, which saw a return of the Undying mechanic and an emphasis on controlling just one creature (as the opposite of Soulbond).

Innistrad block is widely said to be one of the best in Magic’s recent history, with many people praising the theme as well as the play environment. There are a lot of notable cards from the set, though perhaps overwhelmingly worth mentioning here is Liliana of the Veil, the second Liliana planeswalker card, and a card that is widely agreed to be the second most powerful planeswalker in the game.

MTG Liliana of the Veil

Sadly, I don’t have enough kidneys to sell to afford a Liliana of the Veil, so the deck I’ve been tinkering with for a while is centred instead on one of the Angel cards from Avacyn Restored: Bruna, Light of Alabaster.

Bruna, Light of Alabaster

Bruna is a blue/white angel who can draw all of the auras to herself from across the battlefield, graveyard and your hand whenever she attacks or blocks. It’s an interesting mechanic that I had originally given some thought to much earlier in the year – back when I was in my Commander phase, as it happens! I do like auras, despite the fact that you risk losing them all if the creature they’re stuck to dies, and have collected up quite a few across my collection. In addition to this, I wanted to try out making a deck that focuses on Humans, a tribe that I usually don’t bother with as I prefer the more fantastical creatures on offer! So, looking through my Magic collection at the Innistrad-block cards specifically, I came up with this deck as a sort of Angelic Humans blue-white aggro thing:

Creatures
Alabaster Mage
Bruna, Light of Alabaster
Captain of the Mists
Elgaud Shieldmate (2)
Goldnight Commander (2)
Goldnight Redeemer (2)
Gryff Vanguard (2)
Herald of War
Lunar Mystic
Nearheath Pilgrim (2)
Tandem Lookout
Thraben Valiant (2)
Veteran Armorsmith
War Priest of Thune

Enchantments & Artifacts
Angelic Accord
Call To Serve (2)
Divine Favor
Holy Strength (2)
Tricks of the Trade (2)
Scroll of Avacyn (2)

Instants & Sorceries
Break of Day (2)
Ghostform (2)
Glorious Charge (2)
Inspired Charge
Mass Appeal (2)
Skillful Lunge (2)

Land
Forbidding Watchtower
Glacial Fortress
Island (7)
Plains (8)
Seraph Sanctuary (2)

Bruna, Light of Alabaster

It’s nothing special, but there are some fun things going on there that make me happy, so I can’t complain too much! I do want to look at the mana base some more, and there are a few cards I’d like to include to further help the strategy (Champion of the Parish is top of that list!) But I thought I’d play with this thing first, and see where it takes me from there!

Innistrad is definitely one of those sets that has stood the test of time, with plenty of flavourful cards that I find myself coming back to time and again. Well, I do love me some vampires!!

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!