Monthly Archives: July 2019

Tuesday Commander – Ruined


All I wanted was to play some Commander. Try out the changes I’d done to the mono red aggro deck. Which I really must give a cool deck name. Something like Etali Red Menace or Etali Ground Hog Day.

And that’s how my visit to my FLGS started yesterday. Myself, a friend, and some-one I know/played against had a 3 player game of Commander. My friend was using the Lord Windgrace Commander pre-con from last year. I was mana screwed, watching Windgrace get an abundance of mana. The other player was doing better on the mana front but not able to compete with Windgrace. Despite some pity, the inevitable was only being delayed. The Windgrace deck stomped all over us.

Things went tits up when a fourth player joined us. The omens were not good when they sat down and basically slagged off casual Commander! I paraphrase the words here but the basic gist was “people say that Commander is a casual game, but they are wrong it’s competitive. Everything can be competitive. Do I use my regular deck or my broken deck?” Fortunately they went with a “regular” deck.

And this new person just wouldn’t shut the feck up. Talk about verbal diarrhoea. I was taking a dislike to this person. But I thought I can be strong, it’s just for a game.

But things were only going from annoying to worse.

The only person this annoyance attacked during the game was me. I was being targeted, despite at that point the other two being the bigger threats. I’ve been on the receiving end of this sort of targeting before. It’s not fun.

This guy was ruining the game for me.

So I decided to scoop. I’d had enough. I also let them know what a dick they were.

They did try to apologise, unsure what they had done, and explain it as the way they act is part of their personality. I called them a twat at that point. Trying to use such a weak excuse to justify being a dick. Implying that it’s something they have no control over. Which from personal experience I know is bollocks.

So that was Tuesday afternoon spoiled, even ruined by a dick.

I was going to share the changes in this post. But that can wait for another day. One where I have played them some more.

Epic Ninja Skills

After taking Mum for her weekly Monday shopping trip to Morrison’s, I needed to play some MtG to unwind.

Luckily my FLGS as regular readers will know, runs a Commander Monday thing for those that find themselves at a lose end on a Monday afternoon.

When I got there all that was going on in store was a game of 40k. So while I was waiting for other Commander players to show up I made some changes to the ninja assassin deck.

Andy and Sam turned up with their Commander decks, and thus combat was started.

I was stuck on 3 mana for a few turns. It didn’t help that Sam countered or removed a couple of pieces that would have aided in me being able to play stuff. Whilst I was basically defenceless Sam then got a few cheap shots in with a 1/1 flyer. I was feeling a bit targeted by Sam.

For a ninja deck, my ninjas were staying rather well hidden. The only one I was able to ninjitsu out was my Commander!

Once my deck started delivering lands and cards so I could start stabilising and doing stuff, I was way behind on the mana front. Luckily Andy saw Sam as more of a threat than me, so he targeted Sam and not me. That really did give me the breathing space to get ready for the moment Sam was killed.

Fortunately for me, in a fitting moment of revenge it was me that delivered the killing blow to Sam.

The showdown between Andy and me was epic. He was casting cards from hand for free. Luckily Rhystic Study and God-Pharaoh’s Statue provided some cost to him. It also helped that he was top decking as well. Andy also had a massive life total. My only chance of victory was Commander damage.

But I was getting to a board state that if Andy didn’t do anything was going to give me the win. My Commander was buffed and unblockable by Andy. Archetype of Imagination really helped with that. Plus all my creatures were ninjas thanks to Conspiracy.

So I was swinging in for 4 Commander damage each turn. And that’s how I won. Sadly for Andy his Cyclonic Rift remained locked deep in his deck.

I like this deck a lot. It’s fun to play. At best I’d say that power wise it’s a 6.

On the way home I started thinking about updating the mono red aggro deck. I’ll play that next.

Ok you are probably at least curious about the changes I made to the deck. So for your entertainment and great comedic effect here is the section of the post that lists version 2 of the deck.

But before I go any further it’s probably best I give my boiler plate get out of jail disclaimer for my decks.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.“

16 new cards (bold italics below), which sees lands decrease to 34 from 37. The lands also see a rejig with the number of basic lands dropping also to make room for some more non-basic lands, including the new staple (for me anyway) Lotus Field.

I’ve added a bit more removal that allows me to handle Planeswalkers. But still nothing that allows me to get rid of enchantments specifically. I’m still relying on the rather blunt instrument of bouncing all permanents back to hand. Not ideal. But for now it’ll have to do.

Creatures:36

1 Changeling Outcast
1 Hired Poisoner
1 Mist-Cloaked Herald
1 Pilfering Imp
1 Siren Stormtamer
1 Cerulean Drake
1 Daring Saboteur
1 Duskmantle Operative
1 Metropolis Sprite
1 Skullsnatcher
1 Thrill-Kill Assassin
1 Warkite Marauder
1 Adaptive Automaton
1 Eyeblight Assassin
1 Mist-Syndicate Naga
1 Mistblade Shinobi
1 Slippery Scoundrel
1 Stronghold Assassin
1 Throatseeker
1 True-Name Nemesis
1 Walker of Secret Ways
1 Yuriko, the Tiger’s Shadow (Commander)
1 Azra Smokeshaper
1 Etrata, the Silencer
1 Ingenious Infiltrator
1 Moonblade Shinobi
1 Ninja of the Deep Hours
1 Storm Sculptor
1 Fallen Shinobi
1 Higure, the Still Wind
1 Ninja of the New Moon
1 Okiba-Gang Shinobi
1 Throat Slitter
1 Archetype of Imagination
1 Ink-Eyes, Servant of Oni
1 Silent-Blade Oni

Spells:30

1 Bag of Holding
1 Brainstorm
1 Grafdigger’s Cage
1 Price of Betrayal
1 Scheming Symmetry
1 Sensei’s Divining Top
1 Silent Gravestone
1 Sol Ring
1 Crook of Condemnation
1 Cyclonic Rift
1 Pillar of Origins
1 The Elderspell
1 As Foretold
1 Commander’s Sphere
1 Golden Demise
1 Icon of Ancestry
1 Rhystic Study
1 Urza’s Incubator
1 Cryptic Command
1 Damnation
1 Diabolic Tutor
1 Mass Manipulation
1 Mastermind’s Acquisition
1 Vraska’s Contempt
1 Conspiracy
1 Devastation Tide
1 Increasing Ambition
1 Vanquisher’s Banner
1 God-Pharaoh’s Statue
1 The Immortal Sun

Lands:34

1 Arcane Lighthouse
1 Barren Moor
1 Blasted Landscape
1 Command Tower
1 Cryptic Caves
1 Crystal Vein
1 Darksteel Citadel
1 Dimir Aqueduct
1 Dimir Guildgate (a)
1 Dismal Backwater
1 Dreadship Reef
1 Evolving Wilds
1 Field of Ruin
1 Gateway Plaza
1 Guildmages’ Forum
1 Halimar Depths
5 Island
1 Isolated Watchtower
1 Jwar Isle Refuge
1 Lonely Sandbar
1 Lotus Field
1 Morphic Pool
1 Mortuary Mire
4 Swamp
1 Terramorphic Expanse
1 Unknown Shores
1 Watery Grave

So now you know the cards in the deck, it’s time for those pointless graphs.

What do you think of the changes?

I’m thinking I might try and squeeze in the leylines. Not sure what they would replace.

When last we left our heroes… #1

These posts are going to be my post-mortem of the session that was just held. They will look at how I felt things went, and recap what happened in the session story wise.

This first post will be slightly different. As we …

Meet the party

  • Jonathan is Valdor Shadowstorm, a Human Rogue.
  • Diego is Sinthoras, an Elf Druid
  • Nathanial is Bart an Elf Ranger
  • Chrissie is Trixie Furpurple a Forest Gnome Bard
  • Richard is Varis Galanodell a Half-Elf Warlock

Our Adventure Starts…

“The coastal town of Saltmarsh like other coastal towns on the Sword Coast is very busy this time of year. Anything that floats and is sea worthy is being hired to take travellers to the Festival of the Earthmother on the island of Alaron. People have come from far and distance lands to witness this legendary festival at least once in their life time.

Having secured what is most likely the last spaces anywhere, the adventurers are all waiting on a small wooden jetty ready to board the Dirty Oar. A keelboat owned and sailed by the ships Captain, Chan.”

After boarding the Dirty Oar, they set sail heading out into open waters and towards Alaron.

While at sea within sight of an island the Dirty Oar runs into a storm. Sadly the adventurers and crews efforts to prepare the ship were in vain. The storm battered the Dirty Oar, throwing it on to a reef. Smashing the boat to pieces.

The adventurers ended up unconscious on the beach of the island that had been spotted. When they came round they found the corpses of Captain Chan and Chewy next to them.

The adventurers were blocked from getting off the beach by an impregnable cliff wall that was unscalable. Luckily they discovered a cave that upon investigation had mysterious steps going up at the back of it.

At the top of the stairs was a corridor that had a portcullis at the end of it. About half way along was an alcove and opposite a door way. From nowhere an arrow narrowly missed Valdor, and a warning shouted to leave or die.

Ignoring this threat the adventurers ended up fighting a group of pirates in the corridor. After what seemed a drawn out fight, it was definitely close combat, and anything goes, the pirates were dispatched.

Bart found a lever in the alcove that opened the portcullis. The opened door way led into a large cavern full of crates and barrels. Obviously the spoils of numerous raids. In a far corner was another stairs leading once again up.

After grabbing some supplies the party headed up the stairs.

This came out onto a corridor that had a door at the end of it, another door half way down it. And at the far end also another corridor.

Valdor checked the door half way down. It was unlocked. He snuck into the room behind it. He had found a sleeping quarters, and there were two pirates fast asleep.

After Valdor tried killing one of the sleeping pirates in their sleep, a fight broke out. But the two pirates put up little fight before they were no more.

After a short rest in the sleeping quarters, the party decided to examine the door at the far end of the corridor. It was locked. After failed attempts to unlock it by Valdor. Bart tried kicking the door down to no avail. Trixie decided to break the lock totally with her knife. Fed up with these poor displays of skill,and wanting to see what was behind the door Sinthoras cast Thunderwave. Smashing open the door, and alerting anything living within 300ft of the groups presence.

Behind the destroyed door was the contents of an armoury scattered over the floor, and a couple of smashed vials.

Half way up the new corridor was another alcove and a portcullis opposite it, and on the same side as the portcullis a bit further down another door. The portcullis lead to another locked door. That Valdor managed to open. It lead into an office, that also had another door in it. Valdor searched the desk and it’s papers finding a scrap of paper with an interesting symbol on it. The symbol was a white four point star over an anvil. The other door lead to a private sleeping quarters. Where nothing of interest was found. Although back in the office another lever was found that opened the portcullis opposite the alcove.

Back in the corridor Valdor decided to check out the open doorway at the end of the corridor.

Waiting for the party in the hall were more pirates. An arrow just missed Valdor when he poked his head round the corner to see what was in the cave. Two berserkers rushed through the door attacking.

A bloody and dirty fight followed. Through out words of encouragement could be heard being shouted at the pirates. As the adventurers fought their way into the hall the leader of the pirates made a dash for some stairs in the opposite far corner. Despite their best efforts to stop him, the pirate escaped.

Varis managed to charm the sole remaining pirate, allowing the party to interrogate their prisoner. Which enabled them to find out about Angrath and what was waiting for them ahead up the stairs. After the questioning had finished Bart sent the prisoner to the after life.

Armed with the new intel, the group went back and broke into the treasury. Where they filled their pockets with gold, found some magic cloaks, a couple of glass vials and a magical helm. And some other trinkets. There was too much treasure to carry.

And that was where we left the group…

Post-mortem

So how did things go from a DM point of view?

The start was rather shaky. But I grew into things. For me it didn’t flow, or seem right. Especially the descriptions dealing with leaving port, being at sea and leading into the storm.

I’m not entirely sure that the skill challenges worked. I didn’t announce them as such, nor explain what one was. Maybe having one so early into our first session was a mistake.

With the group failing the skill challenge for the storm itself the boat was wrecked, and the group unconscious on the beach I decided for dramatic purposes to kill off the boats crew. I also had to decide on the fly with the players what equipment they were likely to have survived with. I allowed weapons, but stuff like food, camping equipment, etc was lost because it would naturally have been stowed away. This situation had gone through my mind before hand. I think I should have thought it through more, and made some notes.

Once in the pirates lair, the first level took a lot longer than expected. The guard post and room seemed to really slow the players down. It almost seemed too hard a problem to solve.

I think the tiles worked. Although I think it made me lazy with my descriptions, and I need to work on that.

The pirate tactics in combat used were believable I think. Having them preferring to die, rather than run away and face Angrath was the right way to play them. It gave the players extra info that although they had no idea who Angrath was, they knew he was some-one to fear. Also having described the clothes in his locker in his quarters as being too big for them, it conveyed to the players the person was large. So the players were getting an image of Angrath dropped as hints.

I was also very tight with what the dead pirates had on them, and in their quarters. Basically if searched all that was found was their weapons. I kinda felt guilty about that. But then again I eased that feeling knowing that there was a very well stocked treasure room for them to get into.

Berserkers had too high an hp? I think what helped was the 2 berserkers were blocking the door way and stopping the other pirates from attacking. It kept the party from being overwhelmed and out numbered in actions. But after the first berserker died, I dropped the seconds hp a little.

When the party tried breaking into the armoury Chrissie rolls a natural 20 trying to break the lock with her knife. I had her completely destroy the lock, so the door remained locked. A knife isn’t the best way to pick a lock. It felt right. But thinking about it now seemed a bit too mean.

I decided to have the lair commander run off. Which meant I fudged the rolls so that he would escape. I felt a bit guilty doing this. But it was a spur of the moment decision to have him make a run for it so that he could escape and tell Angrath. A witness that could identify them later on when they eventually bump into the minotaur pirate.

Early on a player asked me I think during our first skill challenge what the DC was. I didn’t give it. That allows metagaming, It’s info the characters wouldn’t know. Also from a DM running things point of view, it means I can’t adjust things on the fly based on how events are going. I don’t tell players if their stealth check has succeeded or not. I describe them being stealthy. They find out how successful that was as events evolve. There is a whole Matt Colville video on this.

I thought this session would be about 3 hours. It ended up being 4. Ok there was a little chat at the start, and about 15 mins clear up. But otherwise the rest was game time. And we still had level 3 and the tomb to navigate.

Overall I think the players enjoyed the experience. Which is the main thing.

Update on Campaign Planning #12: Lost Dwarves

SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.

Rumor has it that a small number of Ironstar dwarves have a secret cave hold on Mintarn.”

That is the adventure hook I took from Mintarn Page on the Forgotten Realms Wiki.

The seed for it starts in the imminent (this Saturday) session 1 when possibly the adventurers discover a scrap of paper with a mysterious emblem on it (see below) on the desk of whoever is running the pirate group they have stumbled upon.

In session 2 once on Mintarn if they enquire about the emblem they will hear the rumour this post started with.

The adventurers will also need to learn about who the Ironstar Dwarves are, and given a reason why they would want to find this secret cave.

The Ironstar Dwarves were renowned for having mastered instilling magic in items. Their Darksteel maces were said to shatter armour in a single blow.

Armour and weapons made form darksteel were resistant to acid and had the unique property of absorbing all magical and mundane electrical energy, including lightning, without transferring a charge to its bearer. In fact, the energy that effected weapons in this manner could be directed towards the target of the wielder.” (source Forgotten Realms Wiki)

So the prospect of magical equipment, or a way to make magical equipment is hopefully enough of an enticement to have the adventurers take the bait from this hook.

The plan is to use a D&D Beyond Encounter Of The Week as inspiration to cover the wilderness travel the party will have to undertake to find and reach the secret cave. Naturally the random encounter stuff triggered will use the tables I talked about in the previous post.

We then once at the secret cave enter a classic dungeon crawl. I haven’t decided if the secret cave will still have Ironstar dwarves living there, or we have a mines of Moria like scenario where the dwarves were all killed by orcs and goblins controlled by an unknown darkness. Or more in keeping with the campaign maybe Sahuagin instead.

That’s my thinking for that hook. It’s probably my most advanced at the moment. In my next planning post I’ll share my thoughts on the adventure hook that ties into a couple of the characters backgrounds.

Update on Campaign Planning #11: It’s a dangerous world out there!

SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.

With our session 1 of the In the Wake Of Pytheas campaign imminent. Apart from some final prep such as printing stuff out, and a minor hiccup getting my hands on the GF9 Of Ships and Sea DM Screen (Amazon delivery guy delivered it to wrong place). I’m ready as I can be.

In the meantime thoughts are now turning towards session 2 and session 3. Well to be more accurate they have been for a little while now.

The latest thing I’ve been mulling over is what creatures/monsters inhabit the islands. Particularly the 9 islands that make up the Mintarn archipelago.

The reason this is an “issue” is because the adventurers will be wandering over these islands. Naturally there will be random encounters as they explore whichever island they happen to be on. But what creatures will they stumble upon?

The Ghosts of Salt Marsh appendix A has a useful encounter table for Wild Island encounters. It’s a good starting point. And truth be told may be used as is. Along side my own creation. I’ll be lazy and use the encounter tables as is from the book for random encounters at sea.

Why would I want to use my own encounter table? If we look at the list of reasons in the DM’s Guide for using random encounters the relevant ones for me are to “reinforce campaign themes“, “establish atmosphere” and “add interest“.

I also want to create unique encounter tables for each of the archipelagos. Naturally they will have variance and some over lap. I think this will aid in establishing atmosphere, make the archipelagos feel unique and reinforce any theme for the archipelago.

So between the Ghosts of Saltmarsh tables I mentioned above, I’ll also use the appropriate random encounter table for the coastal, forest, hills and mountains encounter tables from Xanathar’s Guide to Everything. Plus the appropriate monsters by environment lists from the DM’s Guide. I’ve not compared the tables and lists to see what over lap exists. There is bound to be some. Probably a lot. But from those tables and lists I’ll come up with my custom encounter table for each island.

I’ve also based on sources like the Sword Coast source book divided the islands into areas and the cultural influences on them.

As you can see the Mintarn Archipelago is a melting pot, where the different cultural influences mingle.

Racially and ecologically the Moonshae Isles have already been populated and gone into with the source material that I have. Such as the official Sword Coast book and the Rising Shadows book from the Adventurers League.

Which means Mintarn hasn’t been populated. Assumptions can be made based on a variety of sources and throw away paragraphs. Such as humans are the dominant species and most prevalent. Especially when we are talking about the capital Mintarn. But based on the adventure hook about the Ironstar Dwarves I came across for the main island. We can also assume there have been and possibly still Dwarves on the island.

Naturally the capital Mintarn will have enclaves of various races. So adventurers will bump into elves, halflings etc. But when they come across remote communities the racial diversity will be a lot less diverse, almost single race.

Pirates will be made up from humans, elves, orcs, minotaurs and dwarves mainly. And we know that other races will from time to time be found amongst them. Like for example Vraska who is a medusa/gorgan.

I like how the world is fleshing out. Without even getting to the Moonshae Isles there are so many options and things to do. This is such a rich area of Faerûn to explore.

Silent but deadly

For the holidays my FLGS is running daily events on the days it’s open. Luckily for me there were a handful of us with spare time and a Commander deck at the store to play some Commander yesterday afternoon.

My initial activities at the store involved me putting the finishing touches to my Ninja Assassin deck. I’d got the majority of the cards I needed. I just hadn’t put the finishing touches to it. So I added some new Core Set 2020 “staples”, plus I took one or two cards out of my Scarab God Zombie deck.

It certainly could do with some optimisation. But as a “first draft” check I’m I’m along the right lines and that the general game plan works, it’d do.

I also got a rather nice fancy deck box for it. That fancy box being the Dragon Shield N100+ (or something like that).

It’s like a slim version of an Ultrapro deck box I have. The Ultrapro box is rather fancy, and was extremely difficult to get hold of at the time. These cool Dragon Shield N100+ boxes are easy to get for starters. Which is a big big plus.

We managed a couple of Commander games. The first one was a 3 player (Glen, Alex and myself) game, and I had Grafdigger’s Cage out, and it was keeping Glen’s deck under control. It stopped him using some graveyard shenanigans. So Alex kept attacking me! Naturally once I was out of the picture Glen was able to step up his game, use those shenanigans I’d kept under control and win.

Our second game was a five player game. Most of us had our moments, and were able to do something pretty cool. I particularly liked that I was getting to play some of those new “staples”. Scheming Symmetry was used really effectively in this game. I went and got a 7 CMC ninja and put on the top of my deck. Whilst the player I selected to join me in finding a card and putting it on top of their deck, went and chose a card that was going to be painless if used against them. That’s the nice thing having a ninja threat that let’s you exile the top 2 cards of their deck and cast the cards for free! Remember that 7 CMC ninja? Well with my Commander connecting that meant I hit everyone for 7 damage.

In the end Glenn and myself were head to head. But he was able to lock me down with enchantments long enough to grab the win.

I actually really enjoyed playing this deck. I love the ninjitsu mechanic. The deck needs some form of enchantment/artifact removal. Also I may have to dig out a Settle the score for those indestructible creatures. But I’m happy with the power level. It’s a 5 at best. Which is about right.

But before I go any further it’s probably best I give my boiler plate get out of jail disclaimer for my decks.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.“

Creatures:36

1 Changeling Outcast
1 Hired Poisoner
1 Mist-Cloaked Herald
1 Pilfering Imp
1 Siren Stormtamer
1 Cerulean Drake
1 Daring Saboteur
1 Duskmantle Operative
1 Metropolis Sprite
1 Skullsnatcher
1 Thrill-Kill Assassin
1 Warkite Marauder
1 Adaptive Automaton
1 Darkblade Agent
1 Eyeblight Assassin
1 Mist-Syndicate Naga
1 Mistblade Shinobi
1 Slippery Scoundrel
1 Stronghold Assassin
1 Throatseeker
1 Walker of Secret Ways
1 Yuriko, the Tiger’s Shadow (Commander)
1 Azra Smokeshaper
1 Etrata, the Silencer
1 Ingenious Infiltrator
1 Moonblade Shinobi
1 Nightshade Assassin
1 Ninja of the Deep Hours
1 Storm Sculptor
1 Fallen Shinobi
1 Higure, the Still Wind
1 Ninja of the New Moon
1 Okiba-Gang Shinobi
1 Throat Slitter
1 Ink-Eyes, Servant of Oni
1 Silent-Blade Oni

Spells:27

1 Bag of Holding
1 Brainstorm
1 Grafdigger’s Cage
1 Scheming Symmetry
1 Sensei’s Divining Top
1 Silent Gravestone
1 Sol Ring
1 Crook of Condemnation
1 Cyclonic Rift
1 Dowsing Dagger
1 Pillar of Origins
1 Assassinate
1 Commander’s Sphere
1 Dimir Locket
1 Icon of Ancestry
1 Murder
1 Rhystic Study
1 Urza’s Incubator
1 Creeping Chill
1 Cryptic Command
1 Damnation
1 Diabolic Tutor
1 Drawn from Dreams
1 Mastermind’s Acquisition
1 Conspiracy
1 God-Pharaoh’s Statue
1 The Immortal Sun

Lands:37

1 Arcane Lighthouse
1 Barren Moor
1 Blasted Landscape
1 Command Tower
1 Cryptic Caves
1 Crystal Vein
1 Darksteel Citadel
1 Dimir Aqueduct
1 Dimir Guildgate (a)
1 Dismal Backwater
1 Dreadship Reef
1 Evolving Wilds
1 Field of Ruin
1 Gateway Plaza
1 Guildmages’ Forum
8 Island
1 Isolated Watchtower
1 Karn’s Bastion
1 Morphic Pool
8 Swamp
1 Terramorphic Expanse
1 Unknown Shores
1 Watery Grave

Oh and here is the obligatory mana curve.

Throne of Eldraine and Booster Fun Fun Fun! #MTGEldraine

Over the weekend at a panel/talk at SDCC Chief MtG Game Designer extraordinaire Mark Rosewater dropped some bombs about the new set coming out at the start of October and changes to products/boosters.

This post is going to be my thoughts on what was said/written, and won’t cover everything. If you want to see what the full article says you can pop on over and read it on the WotC site HERE.

New Set

So let’s start with the name of the new set (which was actual released Friday) and that is Throne of Eldraine. As this tweet from during the talk shows it’s got a pretty cool theme in my opinion.

And I have to admit from the art they shared on Twitter, also during the talk (one or two bits I’ve shared below), I’m loving the look and art.

I love the mashup. Just with the pieces shared so far I was going oh that’s “Snow White”, that’s “The Little Mermaid”.

But below the mashup between what obviously is King Arthur and Snow White, and the Planeswalker emblem made out of a castle/Camelot in the middle. I hope this becomes a playmat. It’s a fantastic mashup of genres.

But the whole look has a kind of twisted fairy tale feel to it. I’ve seen a similar take before, just can’t put my finger on where. Does it get more twisted than the Goldilocks and the Three Bears below. What a wicked, twisted, image. I have expect this image to be shared over the internet naming and shaming Goldilocks and her trophy hunting of bears.

So after that pretty awesome art. Which did the intended job of getting me excited for the upcoming set. Let’s look at the fiddling with booster packs and cards!

Changes Already in Place

“…the chance of getting a foil has increased from less than one in four boosters to one in three.” Maybe I was unlucky but I didn’t seem to get more foils when opening boosters. Not a very scientific, fact based opinion. But I don’t record those sort of things whilst opening a booster box.

The new token frames, and particularly the art on them for Core Set 2020 has been stunning. Everyone at my FLGS has been commenting how much they like them.

The New Frames

I’m indifferent to the changes that are coming like the borderless Planeswalker cards, extended art frames and the showcase frames. I’m pretty sure if I pulled one, especially the borderless Planeswalker cards of a Planeswalker I really wanted, I’d be jumping the moon with excitement. Like I would now if it was a foil. And I’m pretty sure if I pulled any of them I’d be “oh wow”. Because even though the card images look cool on screen. They really look amazing when held in the hand. The images do not do the physical card justice.

Collector Boosters

An interesting product indeed. $20 – $25 boosters! I have no doubt this will sell. How much it will impact the sale of regular booster boxes or boosters I don’t know. It’s also going to be interesting to see how this effects the secondary market. Technically it’s putting more copies of the rare and mythics out there, especially in the new frames, and also more foils. It might be something I’d buy an odd booster of. But do the math 36 (assuming that a booster box is 36 packs and not 24) x $20. That’s $720 a box. An FLGS might sell a box for slightly less. But this has the potential to be the most expensive MtG product yet! But there are folks out there that will pay this.

Brawl Decks

Falling under flogging a dead horse. Brawl has been dead for over a year now. In fact it burned brightly for a couple of months, and then disappeared. WotC have announced that with Throne of Eldraine they will be producing preconstructed Brawl decks. So Brawl versions of Commander and Challenger decks. Too little too late? This was a product players were calling for when Brawl was introduced. But now?

When I read the article I thought why? Surely WotC know this is a dead format? Then I saw the tweet below.

I still think that WotC are missing the point with 1v1 versions of multiplayer formats. It’s the multiplayer part that makes them popular. But with them introducing the format to Arena, it’s natural that they would try and resurrect and breathe life back into the format. Because let’s face it they want the Arena players to be able to go into their FLGS and play the format also. Which I don’t think will happen.

I’m not sure the Brawl decks will sell. Unless all the cards in the Brawl decks are standard legal and these “new mechanically unique cards” become core to a top tier standard deck. I just don’t see these decks selling as well as the Commander products, or for that matter the Challenger decks.

No one plays the format. So why buy decks for a format no one plays? Unless it’s for the cards to use in other formats.

And yes Arena is still dead to me. And when it eventually does come out on iOS it will still be dead to me. WotC will have to do something they will never do and be generous with all the Arena codes I have sitting in a pile gathering dust, and let me use them all. But from the sidelines, the restrictions on the number of codes that a person can use is still ridiculously mean. The new master tree thing looks like another way to fleece players. It seems the only lessons WotC are learning from the video game industry is all it’s worst practices.

We won’t revisit why Arena is not beta software. Ok let’s, if you are running million dollar events relying on the software, paying celebs and streamers to use and stream your software. Then that’s not beta. You don’t run high profile events on beta software. That was shorter than I thought.

In the meantime they continue trying to bend the physical game to make life easier for Arena players, what looks good for streaming, and easier for their coders.

Also in a weeks time it’s spoiler season time once more…

From leaked spoilers last week we already know the core mechanics that will be in the four new Commander decks. But I’ll talk about those and how I feel about the new decks at the time of the spoilers.

So that’s my thoughts. What do you think of theses announcements?

WotC Ruin Saturdays


The first Not Saturday Showdown since Core Set 2020 hit, and WotC changed how they did prize support for organised play, and killed off Standard Showdown.

A simple explanation of the new prize support is now each store gets an allocation of prize packs (the equivalent of the old Showdown packs) based on the tickets and engaged players that they have.

Each pack is made up of 4 cards. You can get the full break down HERE.These new packs replace FNM promos, Open House promos, and Standard Showdown packs, etc.

I think my FLGS gets 8 or 10 packs a week to use as prizes for all events in a week. It used to get 6 Standard Showdown packs a week, plus promos for FNM, and any event specific ones.

Just how would this new system work?

Not very well.

Basically there were 2 packs up for grabs 1 each for the top 2 spots. No door prize for last place. And no random draw for the remaining packs for the week. So there was less prizes, and less chance of getting a prize. Pretty shitty.

For me WotC have ruined our Not Standard Showdown. They spent all this time trying to build up the standard player base. Which is what they want really. It sells packs/booster boxes. Now with abandoning the Standard Showdown event, cutting down the prize support they are putting this at risk, and undermining the store and that format.

Standard Showdown was fun (still is). It was/is cheap to enter. However just getting a booster pack for participating and a greatly reduced chance of a prize is not enough to attract me. Now I ask the question do I travel the half hour to my FLGS to get just a booster pack or do I stay local and play with friends? The later option sounds a lot more attractive now. Back to kitchen table magic.

In the above equation I also need to factor in the meta. In my FLGS meta it’s getting a bit stagnant. Only two or three of us play different decks on a regular basis. The majority play the same deck week in week out, with the odd tweak when new cards come out. Some of those decks are pretty strong, and means they finish in the higher places regularly. Which reduces the chances even more of a prize in the new prize support structure. And it’s not much fun. Oh it’s your aggro dino deck again, oh cool burn. This new less generous prize support is only going to encourage more of this sort of meta. In fact it’s going to encourage more net decking for the better decks.

So reflecting on the above what WotC have decided for me is no more Not Standard Showdown. I’ll probably only attend pre-releases now. Won’t bother with booster boxes. I’d already dropped the bundle because of the change to it for Core Set 2020. I’ll target buy the cards that I need for Commander when new sets come out. Which actually hurts WotC because they don’t see any of that money. And just concentrate on playing my favourite format of Commander with friends.

It’s going to be interesting to see if my decision is reflected amongst other MtG players, and if is if the number doing so will make a difference.

So yesterday in my actual event games I did crap. No hiding from it. Being mana screwed in a few of them just didn’t help.

Now the casual games was a different story. Especially against Bob. But when it counted he won. Our casual game where I played Orzhov against his burn was funny. The games were over in seconds! First game opening hand Leyline of Sanctity. So a turn zero play. He saw that, slammed his hand on the table, put it on top,of his deck, and conceded. Game 2, I mulliganed into the Leyline again. Same result. It was funny his reaction. But we are used to that from him. Plus mono red burn typically doesn’t have any enchantment removal. Leyline of Combustion also proved affective against burn.

Let’s look at the cold hard numbers that don’t lie, but don’t tell the whole story either!

Casual Games

Bob (before): Win 2-1

Kid (before): Win 2-0

Bob (between using Orzhov deck): Win 2-0

Bob (at end): Win 1-0

Not Standard Showdown Stats

Participants: 11

Rounds: 4

Round 1: Sam Loss 0-2

Round 2: Buy Win

Round 3: Dean Loss 0-2

Round 4: Bob Loss 0-2

Record: 1-3

Final Position: 9th

Prizes: 1 participation pack

So for the history books this is version 2 of the Gruul Dino deck that I used at the weekend. You can, if you are even remotely interested to see my initial version of the deck, look at the post with the deck list here.

But before I go any further it’s probably best I give my boiler plate get out of jail disclaimer for my decks.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.

Creatures:27

4 Marauding Raptor
3 Otepec Huntmaster
4 Raptor Hatchling
3 Ranging Raptors
2 Ripjaw Raptor
4 Shifting Ceratops
3 Charging Monstrosaur
2 Regisaur Alpha
2 Ghalta, Primal Hunger

Spells:12

3 Commune with Dinosaurs
2 Act of Treason
3 Rhythm of the Wild
2 Vivien, Champion of the Wilds
1 Vivien, Arkbow Ranger
1 Vivien Reid

Lands:21

3 Evolving Wilds
8 Forest
7 Mountain
3 Rugged Highlands

Sideboard:15

3 Thrashing Brontodon
2 Grazing Whiptail
1 Burning Sun’s Avatar
1 Carnage Tyrant
2 Grafdigger’s Cage
2 Savage Stomp
2 Tibalt, Rakish Instigator
2 Leyline of Combustion

And as is tradition for when I give a deck list here is the mana curve and cost of the deck.

Building streets and trading goods

Earlier in the week, might have been Monday actually, Penny Lane drop through my letter box.

I had asked Jonathan if he was free to get a learning game in. But events at work mean that was not going to happen. So yesterday afternoon I was pleasantly surprised to get a call asking if I wanted to meet up in the evening for a drink and play a game.

So we both met up at Spoons to play some games and enjoy a beverage or two. First up on the table was, you guessed it Penny Lane.

Penny Lane is designed by Justin Blaske (creator of Mint Works) and Mel Primus. I don’t usually mention the game designer in these little “five minute” reviews. But it’s kinda relevant really when we look at Penny Lane.

When I was looking at the rules initially after it arrived my first thought was this sounds a lot like Mint Works. Which when I checked can be easily explained. As I pointed out above one half of the design team for this game was responsible for Mint Works. So that would explain it.

But Penny Lane isn’t just a larger, prettier Mint Works.

Although the game plays the same. There are a couple of additional mechanics that expand the game and tactics.

So the theme is you are trying to build the most prosperous city avenue.

There are two phases to a round. The action phase and the upkeep phase. In the action phase players take actions until all players have passed consecutively. Then in the upkeep you check for the end of game conditions, tidy up, and gather resources.

The actions you can do are determined by the 8 cards that make up the Main Street. The majority of the actions require coins to activate the action, whilst a couple of them require a worker to be placed there.

The new parts that lift this game above Mint Works are to do with the worker meeples and the tableau building.

Some of the buildings you can buy come with workers, and some buildings need workers on them to activate the buildings abilities. Those that come with workers once the worker has been moved to another building to activate its ability reveal a victory point. But you can’t just move workers willy nilly. You need to spend 2 coins on selecting the appropriate action on the Main Street.

Buildings also have links on them. There are two types of links. Money and victory points.

As you can see in the photo above the links on the building are only half of the icon. If when you place the building complete an icon you get what it represents during upkeep.

If your lane has 10 victory point icons in it, made up from completed links, revealed worker spaces or building abilities, or buildings that just have victory points on them the end of the game will trigger at the start of the upkeep.

Otherwise during upkeep you get a coin for each completed coin link, card ability that generates them.

So you are having to not only think about what the building does, but also what links it has and where you will place it in your lane.

The additions are nice and add a little more depth to the game. But not so much that it slows the game down. Penny Lane still plays quickly.

So what are the bad points of the game? Well they are production,graphic design ones that are minor in the grand scheme of things.

For instance some of the Main Street cards have a little top hat symbol on them which indicates which side is used based on the number of players. The size of this makes the number unreadable! Why they just didn’t just make it a bit larger and more readable I don’t know. Or just put the icon on the side that is used in a 2/3 player game I don’t know.

The none standard card size used for the Main Street cards is annoying. I was able to sleeve the building cards no problem. But the Main Street cards are approx 10mm too tall to fit in 70mm by 110mm sleeves that I had on hand. Why not just go with the “standard” digit card size? The player boards only thing I can think for them is to laminate them.

I’d also liked to have seen the Main Street cards thicker, or even cardboard. I did notice one or two of the cards warp on the table. So they will have to be sleeved. I’d have liked to seen the player boards use thicker card stock too.

If you like Mint Works you will love Penny Lane. Jonathan and I both really liked this. I’m going to go as far as to say it replaces Mint Works for me. Ok the box is larger. Not by a great deal. Still very portable. But I like the little extra it brings to the table. It’s fun. Quick. And scratches that worker placement itch when you don’t have that much time. Hopefully this will get a bit of buzz when it hits. It deserves it.

The history books will record that I won both of our games.

Our final game of the evening was the classic two player Jaipur. That after a very close first round where a point separated us. Jonathan widened the gap he had and won.

A great unexpected evening gaming. A fantastic way to end the week.

Games Played: Penny Lane, Jaipur

Taking free #DnD to the next level!

With the Essentials kit now out in the US of A, on a limited basis as a Target exclusive until 3rd September.

I think it was a good time to remind people interested in getting into the game that they don’t have to wait.

In a previous post I talked about using free resources from WotC and Matthew Colville to run a D&D night with a bunch of friends.

However with the emphasis of the Essentials kit being to take players the next step and play using characters they created. I thought it would be appropriate after there was a reminder shared on Twitter that there is a great free official resource that gives you some extra races you can use, to write this post linking to some sources of free adventures you can use for this next step.

Here is the link from the tweet Elemental Evil Player’s Companion.

So with that pdf and the free basic rules, you go from 4 races to 8. Plus more spells for druids and wizards to choose from.

But what are the players going to do with these new characters they have created? I’m assuming that you and your friends have already done the Colville adventure mentioned in the previous post. Now after spending time creating a character personal to them your players will want to spend more than a one shot with them. They will want a campaign!,

You can create your own but I’m going to assume that is something you want to do down the road. Well you could look on the DM’s Guild, and do a search for free adventures there. There are plenty to choose from.

This post links to some free Adventurers Guild adventures many suited to first level characters that are hosted on the WotC servers.

Another great source of encounters that could be turned into a mini campaign are the Encounters of the Week over on D&D Beyond. The post I’m linking to here is the 8th in a series of encounters that lead into the upcoming storyline adventure book Baldur’s Gate: Descent into Avernus. At the bottom of the post are links to the other 7 posts and the order they are experienced. But there are many others there that can be strung together. I particularly like the 2 they did for Ghosts of Saltmarsh (here and here).

But the above just scratches the surface of what’s on offer out there. After my first session has run, my notes for that will be here. If you are desperate enough you could use them as well.

If an adventure mentions a monster and you don’t have the stats for it, google is your friend. It will usually give you a D&D Beyond result, so maybe look there first. Also on a side note you can access the basic rules on D&D Beyond for free that does give you access to more than the free pdf when it comes to classes and races. Well more in general. Add in the free Elemental Evil pdf above and you have a lot of choices for your players.

I hope this post was of use. I’m off to finish prepping for my first session.