Category Archives: Game day

A Sunday Afternoon Tapestry

Yesterday I got to play Tapestry again with Jeff.

I deviated from the usual setup and dealt 3 civilisation cards to each of us to choose from instead of 2. I thought why not? There was just the two of us, and we had a better chance of hitting a civilisation we liked the look of.

I chose the Heralds who were based in the mountains, whilst Jeff chose the Merrymakers who were based in the tropics.

The reason I went with the Heralds was because I liked the idea of instantly being able to put out my tapestry card and start reaping the benefits. Plus being able to make use of When Played tapestry cards during my income age.

It was a risky decision I thought. It relied on me top decking a good tapestry card to start with, and Jeff and I to hit and play tapestry cards with the when played ability.

Sadly the cards were not in my favour. I really couldn’t utilise my initial tapestry card, I really needed to get a tapestry card before I went to my second income age. Jeff never played any tapestry cards I could potentially use. I didn’t get any great when played cards to use. But that was the risk, and it might have worked with more players.

Although Jeff’s Merrymakers weren’t very merry with their expansionist ways and conquering all over the place. Whilst my Heralds decided to keep their good news to themselves!

I had a 40 point lead after taking my final income round. I knew Jeff would close that down and win. The question was now how big would that victory be? In the end Jeff stormed home to a great victory.

I think next time I play Tapestry as a 2 player game I’ll try the included variant rule that adds a simulated third player. I’m curious to see how that works.

But I had a blast playing Tapestry, good company and great hosts (The Luxe Cinema).

Warring Isolationists

Yesterday afternoon at The Luxe I got to play a 3 player game of Tapestry. Jeff and his son Jonas had very kindly agreed to meet up and play.

Unlike Friday where Gavin and I scanned through the civilisations and chose one from them. This time I went with the official way of dealing 2 to a player and they chose one to keep and play, discarding the other (Some online have suggested a mulligan option to supplement this rule).

I went with the Isolationists, which encouraged me during the game to explore and conquer. Jeff went with the Historians, while Jonas went with the Traders.

Tapestry is just a stunning looking game. From the art to the hand made landmarks. Tie that in with the usual high production values for the components of the game and you have yet another beautifully produced game by Stonemaier Games.

The boards (Civilization, Capital City, and Player) have a lovely rough texture to the front of them. Jeff liked the effect but felt he should be striking a match on them! Surprisingly the super thin 4 page rule book didn’t use the same paper that was used in Wingspan.

The game once set up takes up a lot of space. Not just the board. But the play area needed by players. Things can get quite wide. Especially when you start getting technology cards, and possibly additional civilisation cards.

I do like games that have a table presence, and look a bit theatrical on the table. They draw players in, and give a wow factor. I think Tapestry has this, and unusual for a game (or I can’t think of one at the moment) particularly on the player boards with the capital cities when they get buildings and landmarks added.

Friday there was no teaching of the game. Gavin and I had both been watching YouTube videos before hand, and had a pretty good grasp of what to do. So yesterday was the first time I had to teach the game. For a game with basically 2 actions that you can do, it still took about 20 minutes to teach. Which still isn’t bad.

Tapestry is all about developing your civilisation over 5 eras. Hence why it identifies itself as a civilisation game on the box. But does that theme come across while playing? To some extent yes, and also a big no.

This is a very euro like game, where you are building an engine. The purpose of that engine is to get you resources and victory points. The more resources you get the more things you can do. And that engine building bit doesn’t feel very thematic.

It’s little touches like when you place a building and reveal the space underneath has a word/technology that you have just developed like VR or video games. And the story your tapestry cards tell for your civilisation through the eras, and the technology that your civilisation invents, and the tracks you advance on. Although I think Jonas’s civilisation explored space without developing any technology! It’s that weaving a story/narrative for your civilisation that feels thematic.

The actual action of advancing on one of the four tracks, allows you to conquer, explore, develop technology, advance on a track, get tapestry cards, place buildings, plus on certain spaces pay for an additional benefit. The nice thing is that the main action theme for a track like exploring for example is only possible to do a limited number of times.

I like the simplicity of conquering a tile. Plus the random element of the dice rolls, where you then have to decide between points or a resource. It’s quick and easy to teach. In fact you probably take longer deciding which die result to take than the conquering action itself. There is a way to avoid having a tile you control conquered using a Trap tapestry card. The aggressor still gets to roll the dice, and places a toppled token on your tile. But you remain in control of it. With the basic rule of a tile can’t have more than 2 tokens on it of any kind. It locks down the tile so you can’t be attacked again on that space.

I love that each era you are trying to eek out the most value from the limited resources that you have. Which gets harder and harder as the further you advance on a track the more costly it becomes to advance and do the more powerful actions. It’s also fair to say you start off doing a handful of not so powerful things, and as the game progresses you get to do more and more, and the stuff you do is getting more and more powerful.

It’s this side of things, the engine building and the next point that makes Tapestry dry euro game like. Add in the capital city board and the trying to complete rows and columns (for points) along with 9×9 grids (which give you an instant resource of your choice when done).

I can see for some that doing their fifth and final income round, and having to sit and watch others continue playing may be an issue. Especially if the other players have a lot of actions they can still do. But I do like the fact everyone does their income rounds at different times, and you have that decision of when the optimal time is to take it. Sometimes it may be forced on you because you have no more resources or not enough left to take actions.

There is also the random nature of the tapestry cards that some may find clouds their enjoyment of a game. It’s possible to get cards that don’t synergise with your civilisation, or would have been better earlier in the game. But that’s not an issue for me, it’s a challenge to overcome.

I like Tapestry, can’t wait to play it again. It’s not replaced Scythe as my favourite Stonemaier Games game. But it’s good, real good.

Tapestry and Fairy Tales

I’ve not posted for a day or two. Which some will agree is a blessing. Whilst others will be pining for my poorly written words. I won’t claim they are words of wisdom or deep insight.

Anyway Friday evening saw me meeting up with Gavin to take delivery of my copy of the latest game from Stonemaier Games, Tapestry. The game isn’t officially out until the start of November. But thanks to the pre-order window at the start of September keen fans of Stonemaier Games could get their mitts on the game early direct from the company. Sadly a slow boat (or something that delayed the arrival of the shipment) meant that the UK/EU pre-orders were being sent out a couple of weeks after the US.

Each copy of Tapestry in the first printing is uniquely numbered. There is no control over which number you get, it’s completely random. But it’s a nice touch to make the first print a little special. Otherwise there will be no difference between the first printing and subsequent ones.

Well that’s a lie. One of the space exploration tiles in this first printing has a missing icon on it. Which will be corrected in later printings. Stonemaier Games aren’t fixing this. I don’t blame them, a single tile, that rarely will come out. Not worth the expense. Plus if it bothers me that much (which it doesn’t) I can buy a third party sticker off itsy for about £2.30 plus postage to fix it.

We played a 2 player game, that took about an hour of actual game play. Which wasn’t bad considering it was a first play. Sadly Gavin won our game. There are angels weeping over that victory.

I’m going to give my thoughts about the game after I’ve played it with a higher player count. But suffice to say I’m looking forward to a 3 (possibly 4) player game later today.

It’s also the Throne of Eldraine pre-release weekend.

And yesterday I attended the 11am pre-release at my FLGS.

I went 3 colours (green, black and blue) for my 40 card deck. I didn’t have any problem getting my lands to play stuff. It helped I could fix any shortfall with Rosethorn Acolyte (a green 3CMC 2/3 elf druid) that can tap for any colour mana, Spinning Wheel (a 3CMC artifact) that also tapped for any colour mana, and the adventure on Beanstalk Giant (a green 6CMC Giant, or 3CMC adventure sorcery) allowed me to search for a basic land and put it on the battle field.

I started off in the first round really well, winning the first game. But despite my best efforts I lost the next 2 games.

Round 2 saw me lose both games. Although they were not walk overs, both games were a back and forward. With the edge going to my opponent.

But that was the story of the first two rounds really. Close games. Just not able to get to my solutions in time. And I did have the solutions.

Round 3 was a lot easier. I was against a young lad who wasn’t vastly experienced. Was there a little bit of guilt crushing his dreams? Nah. A win is a win. Got to take them when you can.

The final round was a a real back and forward. I lost the first game, narrowly. If I had been able to do one more point of damage I would have stolen the win. Having been on the back foot for the majority of the game. The second game I won. But both games were not short games. We started our third and final game with 5 minutes left on the clock for the round. Naturally it went to time, and at the end of the 5 turns, no winner. So I think rightly ended as a draw.

Throne of Eldraine Pre-Release Stats

Participants: 22

Rounds: 4

Round 1: Nathanael Loss 1-2

Round 2: Simon Loss 0-2

Round 3: Unknown Win 2-0

Round 4: Jonathan Draw 1-1

Record: 1-2-1 (WLD)

Final Position: 15th

Prizes: 2 participation packs

Throne of Eldraine is a beautiful set. The art of gorgeous, nay stunning. The theme just oozes from every card. You can’t help but be delighted when you hold the cards in your hand. Really like the adventure mechanic.

From my experience of the pre-release as a sealed format from the decks I played against, it’s not a fast format. Our decks were slowish, getting pieces into position, waiting for that chunk in the other players defences. It will be interesting to see if this is true for draft or other sealed events.

But as always, had a great time.

The Fenland Gamers EDH/Commander Social Contract

Yesterday afternoon I spent a pleasant afternoon playing EDH/Commander with a couple of newish club members at our wonderful hosts The Luxe.

This is the second such session that we’ve held now. The plan is to have these monthly, with the next one for October already organised.

These sessions are promoted as casual games, and not competitive.

By casual I mean decks that are a power level no more than a 6 or 7. And to be honest a 7 might be pushing it. To help those planning to come along and play I share the following Commandzone YouTube video.

Which can be summed up with the following image for those that don’t want to spend time watching the video.

The WotC pre-cons each year usually fall in the 4/5 power level range.

I also add the following advice to prospective players wanting to come along and play.

no mass land destruction and going infinite in a deck is also a no no for casual. It’s not fun.

I think at the next meet up we need to discuss a cap on the number of extra turns or combat phases a player can do in a row. Trying to tread that narrow path of allowing them, and keeping the game fun for everyone. I think a group consensus needs to be arrived at. My current thinking is 2. But others may have differing opinions.

Naturally there is the unwritten rules such as “don’t be a dick”, and buying refreshments from our hosts and not bringing your own stuff. In fact they are written down now I think about it on the top of the Fenland Gamers Facebook page.

This is basically our social contract for our sessions. Which hopefully means that those attending will have a fun experience.

For me EDH/Commander is my favourite MtG format. I like the social side. Which combines with the political element. The cutting deals, fluid alliances, back stabbing/turning heal! Yes sometimes there is the element of betrayal. Sometimes being good at this part of the game gets you the win, despite having the weakest deck at the table.

There is also an ebb and flow to an EDH/Commander game that I like. One moment a player will be in the ascendancy, becoming the major threat. Deals and alliances are made between the others to control that threat. Once dealt with some-one else usually fills that power vacuum left behind.

I also love that in this format you get to play with cards that formats like Standard or Modern are unplayable. I like tribal decks, or themed ones. My big green stompy, horrors from the deep, and Scarab God zombie decks show this. There are creatures and spells in those decks that just never would see the light of day in other formats.

I’m happy if I get to do something cool during a game. If I win that’s an extra bonus. I didn’t win once yesterday. But I was doing cool stuff. Or I thought it was cool. So I was having a good time. And it can be pretty cool watching others do cool stuff.

For me when competitive EDH/Commander decks are used then we start to lose the elements of the game I get enjoyment from. I appreciate that others may like that side. But the cost of decks goes through the roof, and the game becomes less about having fun, and more about the win at any cost.

There is a reason the format became popular. I believe it is because of the casual nature of the format. Which is captured so well in the official philosophy document.

Each game is a journey the players share, relying on a social contract in which each player is considerate of the experiences of everyone involved–this promotes player interaction, inter-game variance, a variety of play styles, and a positive communal atmosphere. At the end of an ideal Commander game, someone will have won, but all participants will have had the opportunity to express themselves through their deck building and game play.

I’m hoping that our groups social contract reflects the formats philosophy, and enables everyone to have fun.

Grifting in the foothills!

So last week I did get to play some games.

Last Tuesday I finally got Grifters:Nexus to the table. With my friend Nathan being the unfortunate individual coerced into playing.

Grifters: Nexus is the stand alone follow up to the original Grifters. Although they can be combined, and they rule book explains how to do this.

So what does Grifters:Nexus bring to the table? For starters “15 new specialist cards, new mechanisms and a new job card system.”

Naturally the theme remains the same, you are still running a criminal gang in the Dystopian Universe (also shared with Coup and The Resistance) pulling off jobs. The cool down mechanic is still there (which I really like) as is the handbuilding and set collection.

The art is fantastic. I love the art, the characters feel gritty and dystopian.

The job cards are now organised as an inverted pyramid. Which takes up a bit more table space. You can only complete jobs that are completely uncovered. I prefer this to the original piles of jobs. Not all the jobs get put out each game. So this impacts the number of cards that can be collected in a set, and the sets available. It gives a bit of variety.

If I had one complaint it’s that the rule book needs a keyword/mechanic section that explains how that keyword/mechanic works. It wasn’t exactly clear how the abduct mechanic worked from the card itself. But I did manage to work out what was meant (take a random card from an opponent’s hand).

You now have the option when stealing to take the money from either the opponents stash or if they have a specialist with money on them in the hideout from that specialist.

Grifters: Nexus is an enjoyable game. If you liked the original you’ll like this.

I narrowly got the win. Nathan liked the game also. So much I believe he might of added the game to his wish list.

Friday saw Jonathan and me at The Luxe for some gaming. After getting a sneak peek at a game prototype he’s working on, we played Foothills.

Foothills is all about building railways in Wales. Oh and getting the most victory points!

Each player has 5 double sided action cards. On your turn you select a face up action and do that action. You then flip the card, which makes a different action available to you. The nice thing about this is that the mix of actions are not the same for each player. The actions you can take allow you to gain resources, clear subtle, build tracks or stations, use unlocked action spaces or put an action card in front of you in a scoring pile.

Apart from scoring points for clearing a space with rubble on it, or building tracks and stations the end of game bonuses you score are taken from your personal scoring pile. No cards in the pile, no bonuses. So you have to time when to add an action card to the pile. It does get replaced by an action card from a generic supply. But the two sides may not be as sweet as the card you just replaced. Or the scoring bonus might not be as much use.

As a two player game I liked this a lot. It does need space to play. Which we nearly didn’t have enough for on the table we were using.

Ours was a close game, with John winning by a single point, after he got his maths right that is. Otherwise the gap would have been bigger!

Games Played: Grifters:Nexus, Foothills

Another Awesome Jeff’s Birthday Boardgaming Day

Each year my friend Jeff holds a boardgaming day to celebrate his birthday. I’ve been to the last two (not including this one). And as you will have guessed I was invited to this years celebration.

These game days are used as an excuse to get one of the “big” games to the table. By that I mean games that take possibly lots of table space, but require a few hours to play, such as Twilight Imperium (we played the third edition last year) or Memoir 44 (not usually a long game) as a multiplayer overlord game (the first time I was invited).

This year there were two or three candidates to play depending on the number of players able to attend. The final decision was made Friday evening by Jeff. We were playing five player Civilisation.

I was real happy with that decision. I hadn’t played Civilisation before, and was a game I had wanted to try. Especially with Tapestry going on pre-order in just under 2 weeks time (4/9/19). So when I bore you all with my thoughts on Tapestry I’ll be able to compare the two games.

As you can tell from the photos below Jeff’s copy of Civilisation is a few years (decades even) old. It’s aesthetics have that retro feel to them. And frankly it added to the games charm.

Early on I struck a deal with Jerry agreeing not to attack each other. We were right next to each other and I didn’t want to waste time and resources fighting on that front, when we both had to contend with the others.

I think the politics is an important part of a game like Civilisation. And despite Jeff’s best efforts to disrupt my agreement with Jerry, it held for the duration of the game. I even had a temporary truce with Gavin for three rounds.

The politics and banter are useful tools to get another player to not target yourself, or just as importantly to target a rival.

Around 1pm we stopped for lunch. We were in for a much anticipated treat.

For months like clock work on a Monday evening (after he has consumed it) we get teased with Jeff posting photos of his curry journey. Jeff gets home from work, and cooks a home made curry. And I can tell you now those photos of his food are mouth watering. Trying not to sound crude or imply an innuendo or double entendre, I’ve been wanting to taste Jeff’s curry for a while now. And yes I failed miserably there.

Friday evening we had been teased with “the curry is going to be achari murgh which is a traditional Indian curry rather than a BIR style.” This was Jeff’s own recipe, and for a first effort flippin’ awesome. It was really really tasty, and the spice/heat level was perfect for the hot day of gaming. By that I mean you were left with a nice warm tingle in the mouth after the delicious taste of the curry had left. You don’t want something that is going to leave you sweating and feeling the burn for the rest of the day.

The last few turns conflict was thrown out of the window, and people concentrated on getting cities built for the trade card draw, even if they knew they couldn’t support them, and would lose them.

I really enjoyed playing Civilisation. There is a reason it’s a classic. For me it has one of the important traits of a good big game. That is time just flies by. We may have been playing over 7 hours but it didn’t seem like it. You are engaged through out.

History will show that Jeff once again won on his birthday gaming day. It’s the law that this is the case, and we put up a good showing to make him earn that victory.

I had a most excellent time as Bill and Ted would say.

A big thank you to Jeff for inviting me. Also a big thanks to Gavin for the lift, and I didn’t even have to put out.

A pleasant Thursday afternoon gaming

Yesterday afternoon was the complete opposite of Tuesday.

My FLGS for starters was much much busier. MtG and games were going on as the owner was rushed off his feet unpacking and checking a delivery. A lot of new Pokemon stuff had arrived, plus that massive Armada Super Star Destroyer model (see yesterday’s post for a photo of it).

I started off playing some 1v1 Commander. My opponent was testing their new deck which was doing some graveyard shenanigans. My mono red deck was still deciding to play hide and seek with it’s lands. Which proved problematic and gave two relatively easy and predictable wins for my opponent. For the third game I pulled out my tweaked Elf deck. That proved too powerful for my opponent, especially when his elves helped power up my deck.

Afterwards I taught Penny Lane to a friend. Who despite losing loved the game. So much so they want to buy the game when it comes out.

I then had a three player game of Penny Lane, with my friend (shows how much he liked it) and the store owners assistant. I’d not played Penny Lane with more than 2 players since getting it. Despite a slow start, I ended up triggering the end of the game. But my friend managed to grab the win. However the assistant loved the game also, and told the store owner that they will be ordering some copies for the store.

I did point out to them the difference between my copy and the one they would get on release. Which apart from a single Kickstarter exclusive building card, the foiled coins were just cosmetic.

But I was chuffed and taken aback by the reaction from both. I like the game. And wasn’t expecting the reaction I got.

As for my thoughts on playing with 3 players. It’s a slightly different experience than a 2 player game. Your tactics have to change, especially if you are third in the turn order. It means you are most likely not going to get one of the actions to get money. So you either take the first player token, or buy a building (assuming there is one you can afford) and try and get a money engine going with completed coin icons and hopefully the building bought. And it was the later approach I took. But either way you are more or less writing off that turn or turns until you get that engine going and become less reliant on the money action. It’s a different problem to solve. But still really enjoyable.

I had a fun afternoon. A nice combo of MtG and playing a game. No stress. No drama. Playing with great people. Some banter with the owner. Some gossip about the games industry. What else could you want?

Well after seeing the Asmodee UK price sheet for the FFG stuff announced Wednesday, a stiff drink.

Here is a taster. The Marvel Champions Core set is £60. The Marvel Miniatures game £90. The expansions for the miniatures game £35 iirc.

Yeah not cheap. I may rant about this in a future post. Depends how I feel and if I want to waste my breathe shouting about something that won’t change. All I and others that don’t like it can do is vote with our wallets.

Games Played: Penny Lane

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.

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.