My UK Games Expo 2019 Plans

I’ve not mentioned anything about my plans for this years UK Games Expo over the previous months.

The reason mainly being I wasn’t sure I’d be going. Life events have meant that the usual plan of attending all 3 days, staying in a hotel etc were not viable this year.

However a shout out by White Wizard Games for people to help demo their games during the expo went out earlier in the year. To which I replied I’d love to.

Then until recently it all went quiet. So I wasn’t even sure that plan was going to pan out.

However it has worked out. Phew!

Which means I will be at the expo for all 3 days on the White Wizard Games stand demoing games that I love to play.

So if you are at the expo pop on by, say hi, and get a demo.

A update before this even goes live!

Received an official email that WWG has sent everyone on their mailing list letting them know what’s happening at the expo.

I’ve put in bold a rather cool thing they are doing at the expo.

You can visit our booth 1-864 for demos of our games, play in our Legend Series tournaments to become a card in the game, and stop by and meet Rob Dougherty, White Wizard Games CEO, Game Designer and Magic the Gathering Hall of Famer.  

Learn to Play Epic and Get a FREE Copy! we will be giving out a copy of Epic Card Game to everyone that gets an Epic demo while supplies last. Get your copy and play sealed, draft, or constructed deck game play for up to 4 players. We have limited supplies so make sure to come early!!

We will also have Sorcerer which is our new and exciting game for sale and to demo at our booth!

I’m hoping to pick up Sorcerer myself at the show.

Some D&D Announcements

With the Ghosts of Saltmarsh adventure book coming out this week in the UK (and for the rest of the world as well I would assume) and the imminent arrival of the Stranger Things Dungeons and Dragons Starter Set.

WotC are holding a big D&D weekend event currently over in the states to celebrate all things D&D and more importantly announce new and upcoming products for D&D.

But before I talk about that event and the announcements so far. Let me sell you on Ghosts of Saltmarsh and the Stranger Things Starter Set.

With Ghosts of Saltmarsh you get 3 classic first edition adventures plus 4 Dragon magazine adventures based in and around Saltmarsh updated to fifth edition. You also get “details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure.”

So you get everything here to run a nautical themed campaign to take adventurers from level 1 to 12.

Not only that there is more included! “The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more!” This bit is probably the bit I’ll use most for my first ever campaign as a DM.

Fans of the Netflix hit Stranger Things will have seen the kids of the show playing D&D in their bedroom/basement. Now WotC and Netflix have teamed up to allow you to play the very same adventure as the one in the show. Which they have kindly packaged up in a handy starter set that gives you basically everything you need to start playing D&D using the Stranger Thing Adventure, including 2 demogorgan minis.

A great way for fans of the show to be even more immersed in the show, and get into D&D.

Back to this big D&D weekend that’s going on.

So as I write this post D&D Live has been streaming on twitch live and then putting stuff up on YouTube afterwards.

Apart from watching famous, semi famous and internet famous people play D&D (which is a thing these days) we got some product announcements from WotC for D&D.

First up and the thing that has themed this live event is the big announcement of the new storyline for D&D.

Basically it boils down to the fact we get a new campaign book in September titled Baldur’s Gate: Descent into Avernus.

This adventure sees adventurers descending to the first level of hell called Avernus, experience something called the Blood War that apparently is a war between demons and devils. It sounds interesting but the theme may make it hard for my good friend to play the campaign.

The campaign itself will cover adventurer levels 1 – 13 apparently.

There is also a dice set that will be coming out along side this. From the live stream it looks better than the Guildmasters’ Guide to Ravnica dice set. The box also turns into a dice tray for starters, plus there is a world map and other bits. But I’m sure WotC will put a premium price on this little dice set.

Next and this really got me excited. WotC are producing a follow up to the Starter Set! This set is called the Essentials Kit.

The box includes a 64-page rulebook that helps players create characters of levels 1 to 6. Classes you will be able to create from will be the cleric, fighter, rogue, wizard and the bard. “It also includes a new adventure written by Chris Perkins entitled Dragon of Icespire Peak, which contains enough adventure to bring a new D&D party from level 1 to 6. This adventure comes complete with a poster map of Phandalin (the adventure’s setting) and the surrounding environs, as well as an entire deck of magic items, conditions, quests, creatures, and so forth that appear in the adventure, as well as combat cheat sheets. A DM screen with brand-new art, as well as a set of “cherry lozenge red” dice, complete with two d20s and four d6s for rolling stats (and casting guiding bolt and making sneak attacks). “

I liked the look of this a lot. The new adventure excited me. I enjoyed The Lost Mines of Phandalin adventure included in the Starter Set. So to have more set in that area, brilliant. The poster map a long overdue omission from the Starter. The deck of cards, yes, amazing addition. The DM screen did look a bit flimsy on the stream. And will be interesting to see how information wise it compares with the DM Screen Reincarnated. It’s meant to be a generic screen that can be used with any campaign. And the dice with multiples of certain ones a nice touch.

I thought this bit about the adventure was interesting. “Notably, the adventure also includes a new “1-on-1 rules variant,” which transforms D&D into a single-player adventure with just you and your DM. By using “Sidekick Rules” first introduced in Unearthed Arcana, a single player can control their own character, plus one or several sidekicks. ” That’s right, 2 people can go through this campaign, one as the DM and the other as an adventurer with sidekicks. I wonder how many couples will buy this? Or just a couple of mates. This could be huge.

So in a way we now have the 5e versions of the Basic and Expert kits back from the early days. And I love how they seem to be such a great fit for each other. The Starter Set is all about getting to play as quick as possible and learn the basic rules. Whilst the Essentials is about from the looks of it creating your own characters and still learning the basics.

Both the Essentials and Descent into Avernus are out in September. But it does look like Target has an exclusive window for selling it from June. So I may or may not ask a mate in the US to pick a copy up for me and ship it over.

They did also announce a Rick and Morty Starter Set cross over that has little interest for me (although I know one person who will be excited by this news). Plus there was no release date either. On an aside this may be the first good Rick and Morty themed game to be released!

You can get better details HERE.

Thinking aloud about some superfriends

Listening to the latest Level Up podcast yesterday while in a semi-conscious state as I was trying to grab a few more minutes in bed and sleep. They were discussing a modern deck (surprise surprise it’s a podcast about the modern format in MtG) that was doing particularly well in that format that used superfriends (lots of Planeswalkers basically).

I know in the podcast they talked about some of the cards in the deck, but I wasn’t really focussing on those, and I haven’t seen a deck list. They were not really relevant to me, and what part of me that was conscious was focussing more on the tactics of the superfriends.

I’m not sure how many copies of the “big” Planeswalkers were used in the deck. I was drifting in and out of consciousness at the time. But for me the only one relevant is Teferi, Hero of Dominaria. Hey I play Standard, Commander and sealed occasionally. So Jace isn’t a card I can play (unless it’s Commander and he’s too costly for that).

I do have a Teferi, Hero of Dominaria I think if I was to use him I’d need a second. And that’s a cost at the moment I’m not prepared to pay. The card rotates out in the Autumn. Plus at the moment I don’t play white/blue or Azorius. So it’s not a card I could play anyway.

Now I did remember the quantities of the 3 Planeswalkers from War of the Spark that were being used. In this modern deck they were using 2 copies of each of the following 3 Planeswalkers.

The nice thing is that when I checked I have 2 copies of each. Which means I wouldn’t need any more.

Although I like Teferi, Time Raveler, just like his bigger brother I currently can’t play him. However with Ashiok and Saheeli being hybrid mana as long as I have one of those colours in my deck I can play them.

I like Ashiok for his -1 ability. Especially in a mono red match up with their Rekindling Phoenix. It’s a very annoying card. But with Ashiok and that -1 get it to the graveyard and bam problem solved. Depending on the deck it’s going into you either mill yourself first to put more fuel in the graveyard or you mill your opponent. So it fits well into a mill deck (will have to revisit mine).

However another annoying set of cards were introduced in War of the Spark. I play some of them myself. I’m talking about the God cycle with the likes of Ilharg, Oketra and their fellow deities.

It’s the final paragraph on these God cards that makes them so annoying. Which I quote here (and just replace with the relevant God Name for the others).

When Ilharg, the Raze-Boar dies or is put into exile from the battlefield, you may put it into its owner’s library third from the top.”

So Ashiok and that -1 ability allows us to send that just removed deity to the graveyard and then exile it. That annoying deity isn’t coming back anytime soon. Unless they have another in hand, or draw into one quickly.

And as I’m writing this I’m liking Ashiok more and more. Sideboard here it comes. Although main deck it? Strongly considering it.

Saheeli is nice in that she gives you a 1/1 body every time you cast a noncreature spell. Which is cool. But to then be able to make that 1/1 a copy of a big creature for a turn is pretty cool. I like this in my mono red burn/aggro deck. It might be enough in the mirror match up to give the edge. So definitely a sideboard card.

Naturally I need to decide which deck I’m playing today for Standard Showdown, and adjust it accordingly to use one or two of these superfriends. And that is a hard decision to make, 3 decks, all ones I’d like to play. But sadly only one can be. Decisions, decisions.

Bringing Vraska to the Forgotten Realms

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.

Having covered Angrath in the previous post. It’s now time to look at creating his rival pirate captain Vraska.

I’ve not decided what the cause of the two pirates rivalry is yet. I think it will be one of the pieces from that legendary weapon. The idea of having an uneasy truce between the two rival captains also appeals to me.

Borrowing once more from the MtG lore for Ixalan the ship commanded by Vraska will be called The Belligerent.

Creating the Vraska npc is easier. I could have used the medusa stats from the Monster Manual. But the Guildmasters’ Guide to Ravnica goes one better and presents us with an Undercity Medusa that is a variant on the Monster Manual one. Vraska is one of these so it seems only right to use this stat block.

The thing I like about the MtG gorgan it explains why Vraska wasn’t turning everyone to stone with her gaze.

The gaze of a medusa’s glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony- a fine trophy for the medusa’s macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.”

That gets round the problem I had.

Weapon wise, I’d like to give Vraska a sword like the one in the pictures above. I’m going to call it as being like a longsword.

I also like the idea that when the players eventually get to Vraska’s base of operations that there is a garden of statues made up of people she has turned to stone.

So as you can see bringing Vraska into the campaign is a lot easier than Angrath.

Plans and planning for session 1

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.

I have in production at the moment cavern tiles that I plan to use in the campaigns opening adventure.

My friend who is doing all the hard work with his 3D printer has sent me these photos of how the stuff is turning out.

I think they look pretty amazing.

To keep costs down I’m only having floor tiles printed, along with the odd cave entrance. I decided that I don’t need enough tiles printed to recreate the whole dungeon map all at once on the table. I’ll just recreate the current room and corridors, possible or at most a couple of rooms.

Since starting this post my friend has delivered some of the stuff he’s printed already so that I can make a start painting it.

As you can see from below I have started priming some of the pieces, and what I have left to do.

I thought I’d try the cliff and cave pieces with a black primer this time. Which will be followed with a black/grey base coat.

How I’m going to paint the battle crab who knows. I’ll have to look for ideas.

Mass production of the remaining pieces is on hold whilst my friend has a well deserved holiday.

Bringing Angrath to the Forgotten Realms

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.

In the campaign I’m going to be running the players will be having run ins with pirates. It’s only logical considering this is a nautical, island hopping based campaign.

The first adventure has the party ending up on a beach, and discovering a cave that leads into a pirates den (is that the correct word? Maybe lair or hideout?).

The pirates will be made up of a motley bunch, humans, goblins, orcs, elves, Minotaur and Gorgon!

The plan is to have the party caught between two competing pirate captains. The first pirate captain is based on the MtG Planeswalker Angrath the Minotaur. The other being Vraska the medusa/gorgan Planeswalker. Both inspired by their pirate themed appearances from the Ixalan block.

This caught in the middle is not a major plot line, but an on going one that can be used to break up or give relief from the main plot threads.

In the first adventure the party won’t meet Angrath but they will hear of him. The pirates they meet will talk of this feared leader in hushed tones.

However I do need to create Angrath as an npc. I do have a miniature for him already. So what follows is a thought process I hit upon whilst having a soak in the bath (yep deal with that image).

For Angrath Minotaur Pirate I’ve decided to use the Minotaur stat block from the Monster Manual.

But this is Angrath, he’s a Planeswalker. He’s a pirate captain. He needs to be a bit more special. So let’s take some of the character race traits for Minotaurs from Guildmasters’ Guide to Ravnica where minotaurs a playable race. The horns is basically the same as Gore in the Monster Manual.

But the rest is some nice stuff to give Angrath, for Imposing Presence he’s going to have proficiency in Intimidation. It makes more sense for a pirate captain. You need to inspire that motley crew somehow.

In the art you see from MtG (above) Angrath has that flaming chain whip. It would be great to have Angrath to have one of those in the campaign. But how do I create and stat one of them?

Luckily I don’t have to. In the monster manual the Balor has just such a weapon, a flaming whip. That looks really good. So I’m going to borrow that.

The Balor also has multiattack.

I like adding that to Angrath. Ok he currently doesn’t have a longsword, but a great axe in the stat block for the Minotaur from the Monster Manual. But that’s neither here or there, he gets two attacks, one with the hand weapon and another with the whip.

The Balor has a longsword that also does lightning damage. I don’t want that bit. If I do go longsword (so his weapon matches the miniature) I’ll stat that out nearer the time and give it fire damage also so the sword has a similar property to that of the hammer in the pictures above.

Also from the Balor I’m going to give Angrath damage immunity to fire damage.

I’m not going to give Angrath any spells despite his Planeswalker origins. I don’t think it fits in with how I see Angrath. Although if I was going to give him spells they would be fire related.

And looking up the lore of Angrath online we will borrow the name of his pirate ship for our own use and call his ship the Devil’s Chains.

So that’s my Angrath Pirate Captain for my campaign. Next up the rival Vraska.

Upgrading Deadly Discovery 2019 Challenger Deck

This will be the last of my posts looking at this years crop of Challenger decks (I don’t have the Arcane Tempo one, I may get it at some point, but currently finances don’t allow, along with the lack of desire to play the deck archetype).

Readers who follow these MtG posts hopefully will remember that I was curious about this deck and it’s approach to Golgari, and as a cheap source of the check/shock lands.

I was going to link to my final deck list for my Golgari Stompy deck, but couldn’t find it on the blog, and then realised I don’t think I’ve shared it with the world! Oops. I’m not going to make this post longer than it needs to be. So I’ll put the deck list in another post if there is enough interest.

So let’s look at the deck list for Deadly Discovery.

Deadly Discovery is the deck I think out of the new crop that come rotation will be gutted the most. If my understanding of the current standard rotation rules is correct in the Autumn when the next set/block starts we lose all the Ixalan cards, Dominaria and Core 2019.

I think I did mention in a previous post that before even playing this deck that I did in fact upgrade it. The upgrade I did was replace the 4 Guildgates with my copies of the shock and check lands that I already owned. I do think that is the most obvious upgrade to make. It speeds the deck up, you are not having to wait a turn before using that mana.

In the official WotC article they mention possibly going all in on one of these 3 Planeswalkers.

Which is fine. But they ain’t cheap, especially Vivien (I think Vraska Golgari Queen is the cheaper of the 3). I added a second Relic Seeker which I had. At the time of writing slightly more expensive than Golgari Queen but lots cheaper than the other two. It’s also probably the cheapest option because you only need 1 copy, not 2.

I think what needs to be remembered when upgrading the decks is that as I’ve pointed out these decks have a limited life. Not only that we are playing in a FNM or Standard Showdown. The prizes on the line here are participation packs, promos and Standard Showdown packs. If we take out of the equation cards pulled as we can never account for that value until the pack is opened. If you win 3 packs that’s a tenner. There is not mega prize money on the line here. It’s pretty nominal really. So spending say £100 for a playset of Vivien Reid just to win a tenner prize isn’t justified.

If you have the cards already fine use them. Or if like me you can use the cards later in another format then maybe get them. But sometimes it’s better to wait for them to drop out of Standard and get them then when they are cheaper for the other format.

Back to upgrading this deck if you have them Carnage Tyrant is a good addition, but once again it is not cheap card. Neither is Nullhide Ferox, but I think I’d lean towards this at the moment over Carnage if I was buying due to the longer lifetime it could have in the deck.

The theme is the upgrades aren’t cheap. Walk the Plank is a cheap removal but also no good against merfolk. But on a budget worth looking at. However my preference is these two. Which have the advantage of being able to take out these pesky Planeswalkers we will be facing a lot of at the mo.

I do like the look of these two new cards from War of the Spark. They also can be part of a ramp tactic as well.

I also like the look of these cards as possible upgrades as well. The new Vivien allowing you to have flash on your creatures is cool.

But the ramp, big creatures or undergrowth deck suggestions by WotC are basically the tactics John and myself have already tried. I’d explore those options if you wanted to try a different tactic. They are tactics that will last longer than the explore mechanic this current deck relies on.

Myself I’m planning to play this deck using the explore mechanic until the Autumn and then look at changing it into the one of the other tactics, or whatever one of the new mechanics inspires at the time.

I hope this has been of use, and given some ideas.

Microbrew – some initial thoughts

Sunday afternoon Jonathan kindly agreed to meet up and play a learning game of Microbrew.

Microbrew is a worker placement game that is all about brewing craft beers and gaining loyal customers, that all fits into a small tin.

A single copy of the game plays 2 players. So if you want to play 3-4 players you need a second copy.

In our game I replaced the white wooden disk used as the manager token on the brewery with the cute little elephant meeple that came with the game. Why not? I thought looks better than a white disk.

The brewery is where you select your action that you want to take. If you place a worker where an opponent’s worker is that worker returns to your opponent. Basically giving them an extra action to take. Place your worker where the manager is and your opponent gets to take an action without using a worker.

During a round players alternate placing a worker and carrying out the action selected.

At a minimum you get 2 actions a round using your 2 workers. But you can hire a third worker. Plus any bonus actions as described above.

A round ends when both players have passed, and you retrieve your workers and other upkeep stuff.

The game ends when either the last customer card comes out and a final round has been played, or immediately if there are 12 loyal customers. Person with most loyal customers wins.

That’s a very rough outline of game play there are some other bits I’ve skipped. But that gives you the general idea.

For a small game there is a lot going on.

Personally I can’t see why this game is so small, or has to be. I think it would benefit from being larger. Take it up to Tiny Epic box size, it’s still pretty portable, could support 2-4 players without having to purchase additional copies, have the beer mat copper and brewery replacements (that I think were part of the Kickstarter).

If we compare it to Mint Works, that plays 1-4 out of a tin. Admittedly it’s a lighter game. However I only need the one copy. Where as I don’t like the having to buy 2 copies to play 2-4 players. Surely having to carry 2 copies around negates that it fits in the pocket argument?

I liked the puzzle element that you have in the game. Manipulating your copper so that you can match up with the recipes as best as possible.

Jonathan didn’t like the final round once the end game trigger had happened, as it was a dead round for him. There wasn’t anything he could score, so he didn’t want to take any actions. But that is a failing of that mechanic. Other games use it as well, and I know why it’s there, that last chance to grab a final point that might give a person victory or a tie. In those other games I’ve certainly had games where that round has been pointless as there was nothing I could do to get more points. It’s just not bothered me as much. Admittedly in this case if I’d had one more action I would have grabbed one more loyal customer. If Jonathan had bounced a worker back to me I would have been able to do that extra action. He needed to avoid doing that. Which he did. But Jonathan will I’m sure explain in the comments much more eloquently than me his feelings on this.

The rule book isn’t brilliant. It’s not entirely clear in spots. I think this is a victim of trying to explain a complicated game in a small space.

As worker placement games go, it’s ok. But I’m not sure if it will get much table time.

If I want that portable scratch the worker placement itch then it has to be Mint Works, it plays more people, it’s quicker, and easier to teach. If I want something meatier which this certainly is, then I’d go for the bigger boxed worker placement games that I enjoy.

History will record Jonathan won.

Upgrading United Assault with War of the Spark Cards

It was nice to see one or two of the 2019 Challenger decks being played at the Standard Showdown last Saturday.

I’ve already mentioned in a previous post that there was a couple of upgraded mono red aggro decks being played. And that I nearly went that route myself.

However there was a young lad there taking part playing with an unmodified United Assault, the mono white Challenger deck.

The young lad came last. I think the only win he got was the bye in the final round. The other games were losses I believe. Which gave them last place (and the Standard Showdown pack that goes with being last).

I think they are pretty new to MtG, so they don’t have the experience, card pool etc of the majority of players taking part.

I like the United Assault deck. It shares a few common cards as far as I remember with the mono white deck that Michael was playing in the previous Standard Showdown season.

Below is the deck list from WotC for the United Assault deck.

But how would you upgrade it?

WotC make the suggestion of splashing red or blue. But let’s stick with keeping it mono white. For staying with that restriction WotC recommend the following cards.

Now what follows is my thinking allowed about cards I’d consider from War of the Spark (legal in Standard longer) , and the look of our local meta based on the opening weekend.

Speaking of the local meta, we did have some new players taking part in this opening weekend. My friend being one of them. It just so happens that the 2 red aggro decks were from those new players. So we have to see if they turn up regularly. I know my friend can’t make every week. Although finishing second and getting a Standard Showdown pack may provide the inspiration needed to get along on a regular basis.

For the sideboard and a way to nerf, slowdown the aggro decks I’d consider sideboarding one or two copies of these 2 new Planeswalkers.

Having said I’m looking at War of the Spark cards, the following 3 are worth considering despite a shorter Standard legal life.

I’m not a Gideon fan! But you have to consider them. I don’t think Blackblade fits in with the game plan. However the more costly to play (and buy I’m sure) Oathsworn does. Mainly his ongoing ability that can make Pridemate even bigger, or any creature really as long as we meet that triggering condition.

I like proliferate as a mechanic. So once you start pumping up the likes of Pridemate additional ways to make them bigger is always handy. I like all these 2 CMC flyers. War Screecher would be the least likely to be selected out of the 3.

Apart from a lovely touching back story to the cat in Charmed Stray, I like this card a lot. Love the art and it’s etb. Martyr and Populace (below) help give us a nice value loop from our creatures dying. I like that additional synergy/combo.

That’s my thinking of cards I’d consider to upgrade this Challenger deck from War of the Spark. I’ve not mentioned the new Oketra. If budget allowed I’d definitely add a couple of her.

What cards would you use from War of the Spark? Are there any you would use from the two Ravnica sets?

Some recent gaming

It’s been a busy week for gaming. Wednesday was the monthly meet up for Fenland Gamers. Friday was the regular fortnightly gaming session. Then Saturday was the start of the final season of Standard Showdown.

The monthly meet up was well attended. But bit of a disaster on the planning games wise.

Earlier in the day Jonathan had posted on the club Facebook page a reminder for members to let who over had set up the event that they were going. It makes planning what games to take along easier.

Sadly after that did Jonathan and I take any games? Not really I took some small games, like Love Letter, No Thanks!. Jonathan had none. Our excuse? Others had said they were bringing stuff.

In the end there were 6 of us. Sadly the games bough were max head counts of 4. We could have split into 2 groups and played. But we didn’t. After a period of chatting and indecision Jonathan nipped back to his car and got Saboteur. One of a small handful of games he still had in his car. He used to have a lot more games stored there.

So the evening was spent playing a few small games that played 6 people.

Games played: Saboteur, No Thanks!, Perudo

Friday was a gaming session Jonathan and myself had been waiting for. We were both looking forward to playing Root that another member was bringing along.

While we were waiting for that person to arrive, we played a quick game of the Archer themed Love Letter. It’d been a while since I’d played this version, and it’s still one of my favourites. I like the mechanic it uses where the card that is removed at the start is used in the game.

Root. What can I say? Did it live up to the expectations and the hype? Kinda, I’m not sure!

This was a learning game for everyone. I do like that there is a manual and sheet that is designed for new players, and takes you through your first couple of turns. I do like this trend that has emerged over the last couple of years or so, that for the more “complicated” games you get a beginners guide and reference guide.

I like the truly asymmetrical factions. It does make teaching and learning I would imagine a nightmare. I think I got lucky in getting the vagabonds. They were an easy faction to get to grasp. I liked the political element of the faction. But despite winning, I didn’t really use the faction to it’s fullest.

Root is one of those games like Cry Havoc, that I think is going to reward you for playing the game multiple times with the same faction, so you truly master the tactics and learn the cards.

I love the meeples used (photo below) they have a cute factor. As does all the art used as well. Which is an interesting design choice. The art style would be attractive to a younger age group. But it’s not a game you’d play with a younger age group.

One thing I did not like about the game was the amount of down time between turns. It’s long. I’m hoping this is explained away by the fact this was a learning game. But I can see this still being an issue once a player knows the game better.

Root is an interesting game. I didn’t dislike it. But I didn’t leave the game raving about it either, or thinking I must play another game straight away. It needs more plays for sure.

Games played: Archer: Once You Go Blackmail, Root

Saturday was the first Standard Showdown in the final season of Standard Showdown.

I managed to get some casual games in before the Showdown started, and tinker with the Simic deck. But I was undecided on which deck to play. The choice was between mono red aggro (the upgraded 2019 Challenger deck) and my Orzhov deck.

I decided to go with the Orzhov deck after seeing that a friend was going mono red aggro (with an upgraded 2019 Challenger deck). I wanted to avoid if we did end up playing against each other a mirror match up.

It was bound to happen sometime that I would face off against Andy Hall in a first round. His Selesnya token deck just walked all over mine. My deck just didn’t get set up quick enough. More annoyingly, Andy threw that deck together quickly before leaving the house to come to the Showdown.

Round 2 saw me playing John and his Simic merfolk Simic Ascendancy deck. This was a good match up for me. And it was a by the numbers game. I got Liliana out in the first game, that gave me the edge to get the win. While in game two Sorin gave me the advantage. Being able to bring back the creatures I had in my graveyard, and the lifelink very powerful.

Round 3 against Kar-Fai was draining. I took our first game. But it could have gone either way. The second game was a real back and forth. The first half of the game I had the upper hand, but ran out of juice just as Kar-Fai started to get answers. Then it was me holding on looking for answers. It was such a long game. Which saw Kar-Fai claw his way to victory just as the time buzzer went off. This was a true draw. Our decks very evenly matched.

The final round saw me up against another mono red aggro deck (another upgraded 2019 Challenger deck). So I knew what was coming. The first game was close, but the second game with Tibalt out screwed me over. As predicted it shutdown my life gain shenanigans. I destroyed one, only for it to be replaced with a second the following turn.

My casual games afterwards with my friend saw me testing the Simic deck against the dreaded mono red aggro. I was happy how it handled itself. Sadly in our third game I never drew into my solutions for the Rekindling Phoenix, and with 2 of them out I stood no chance.

Casual Games

Paul: Win 3-0

Bob: Win 2-1

Standard Showdown Stats

Participants: 13

Rounds: 4

Round 1: Andy Hall Loss 0-2

Round 2: John Win 2-0

Round 3: Kar-Fai Draw 1-1

Round 4: Simon Loss 0-2

Record: 1-1-2

Final Position: 10th

Prizes: 1 participation pack plus a Standard Showdown pack.

In the Showdown pack I pulled a foil forest basic land, a foil new Jace, and a Rekindling Phoenix. So very happy with that.

I’m now in the process of trading Jace for Orzhov check or shock lands. And I’m also doing the same with the Bolas I have. I’d like to keep Bolas. But the only way to improve the Orzhov deck is to make it faster, and that needs the lands.

Saturday evening I was listening to the Top Level mtg podcast and they were talking about how good Narset was against mono red aggro. It basically shuts down Experimental Frenzy. Luckily I have 3 of these! So I may have to adjust the sideboard once again for the Simic deck. Which at the moment is looking as being a lot of counter spells. Although I may add Carnage Tyrant back in for countrol decks.