War of the Spark Trailer – Reaction!

I know that corporations and celebs these days don’t like critique. Skins seem to be a lot thinner. Any critique gets dismissed as trolling, and they set their fan base on to those comments that they don’t like. It’s a form of bullying. Say something I don’t like and I’ll unleash my fan base on you.

With that in mind let’s upset WotC and the millions and millions of fans that have watched the trailer for the next MtG set War of the Spark that was released at the weekend.

Before I have my say go have a watch of the trailer.

The reaction by fans was mental to this. Apparently people had tears, goose bumps, orgasms (ok I’m making that bit up but I bet some-one has claimed it), felt emotionally drained and many other over reactions.

Me, being a cynical old person who is hard to please simple said “meh”.

I have to give WotC credit where credit is due. Compared to the usual trailer/teaser they put out. WotC have really pushed the boat out on this one. And they should be applauded for that.

I’m not a fan of cover versions of songs. Very rarely do they work for me. I can name a couple of covers that improve on the original. As I write this post the only one that really springs to mind is the man in black himself Johnny Cash with the Nine Inch Nails cover Hurt.

A lot of the time a cover manages to remove the heart and soul of the song, add nothing, and make me rage. Sheryl Crows cover of Sweet Child ‘O Mine is one such example. As are some of the blue grass covers of the same song.

Which brings me to the cover of Linkin Parks In the End used in this trailer. OMG it’s awful. The saving grace part of the cover for me is that the singer seems to have some depth to their voice, and imparts some feeling. But I’m not a fan of the slowing the pace of the song down.

It’s obvious the director of this trailer thought it added an emotional depth. But in reality it doesn’t and is trying to use a lazy trope to try and manipulate an emotional reaction. Which to be fair, from the reaction of the majority it worked.

For me the animation and this is a problem with the majority of animation these days is that character animation doesn’t look natural, particularly Liliana. It’s something about modern techniques using 3D models that they are not able to capture facial emotions properly, and the stilted movement, I’ve been watching the new Ultraman cartoon on Netflix and it has the same issues. The rendering and the realistic look of this trailer. Can’t fault it. Looks pretty. But somewhere down the line this form of animation whilst looking amazing lost something.

The structure of the trailer story wise. Another over used cliche. Start at the end, rewind a bit and play through at normal speed. It begs the question what came first the song cover or the story structure. Which was made to fit the other? Would it have had more impact with a shock ending instead of giving it away at the start?

Overall I felt that this trailer was nothing more than a glorified video game cut scene. It wouldn’t look out of place in a video game. All credit to WotC they have upped their game. But…

What did you think?

Ghostwise Halflings

I was listening to a new (to me) D&D podcast (I’m in the process of trying some new ones by selecting sample episodes to see if I like them) and this particular episode was talking about halflings.

It was the reason I’d chosen it really considering I like playing halflings. And currently play a halfling wizard.

During the episode I couldn’t believe my ears when they mentioned a subrace of halflings called ghostwise. I really couldn’t believe them when the presenters said these halflings were telepathic! Wait, what?

So naturally I wanted to know more.

After a brief internet search I found out that the information I needed was in the Sword Coast Adventurer’s Guide.

In the side box that talks about the ghostwise it gives the following background for them. (This is quoted from the book itself)

Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans.

Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.”

A halfling that rides on giant owls! OMG, that is soooo cool.

If your DM allows you play a ghostwise halfling, in addition to the other racial traits you get the following additional ones.

Ability Score Increase. Your Wisdom score increases by l .

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language.You can speak tele- pathically in this way to one creature at a time.”

Why isn’t this in the Player Handbook? I’d most definitely have been a ghostwise halfling if I’d known that was an option. Dram the telepathic wizard!

It would be great if all the halfling information was collected into one place. Between the Players Guide, Sword Coast Adventurer’s Guide and Mordenkainen’s Tome of Foes there is a lot of great background information about them. I imagine that all the races are in a similar situation.

From hero to zero

Friday evening saw another gaming session with two of my favourite people to game with, Jonathan and Diego.

We started off with a game of Via Nebula. I think from the number of times it has hit the table since I finally got to play it shows how much Jonathan and I like the game.

I think Jonathan has looked into getting a copy also. Well based on the fact he has looked at the cost of getting it, and made the statement that it must be out of print or “between printings”. That fact is how he was explaining it’s current high price. It’s a reasonable conclusion I think to arrive at, both for Jonathan and for me. I’d probably argue that the game is out of print, and unlikely to see a reprint.

It’s the cycle of things in the boardgame world. Very few games make it to become every greens (always in print and selling). A few more may make it too more than one printing. But the vast majority will only see that initial first printing. Never to see life again. In a very rare case a game years down the line may get a second or third edition, or a reskin/new theme. Plus for reasons such as a company losing a licence the game may never be reprinted even if they wanted to.

For the reasons above it’s why if I’m interested in a game I try and get a copy when it comes out. There is no guarantee that say a year later when you finally decide to get the game you will be able to. Or if you are, you will not be paying some inflated price. I believe (and I can’t remember the sources, might be The Dice Tower) that a game print run can be between 10,000 and 20,000 copies. It’s not a lot really considering.

Via Nebula is a very good game. By a hot game designer. So the odds of it seeing another printing may be higher than normal. But it’s not a guarantee. And I don’t remember there being a massive buzz for the game at the time.

So as you can guess I’m feeling smug I picked it up second hand last year for less than retail. I got lucky. Glad it finally got to the table, and now enjoying it.

In our game it looked like we had all scored the same. However in review Jonathan had forgotten to claim the card for ending the game. That gave him the 2 points to claim victory. Diego and I drew first loser.

Our second and final game of the evening was surprise, surprise Wingspan.

My bonus card needed me to have 8 or more cards in hand to score 7 points. So I needed a card draw engine for that. Which is what I went for. But along the way I got top spot on the two early end of round scoring, and shared a third.

But despite that if the barn owl had been a bit luckier on it’s hunting I may have won. Out of a possible 5 tries it succeeded on only 2 of them.

So once again for the evening I was beaten by Jonathan by 2 points. A clean sweep of victories for him for the evening. My only consolation was I was first loser this time.

But another fantastic evening gaming, with great hosts The Luxe Cinema. The staff there are amazing and so welcoming.

Saturday was once again Standard Showdown.

This week I was trying out the new version of the Simic deck that focuses on ramp and being aggressive.

I tested the deck with John, and against an Andy Hall deck. It was mixed results and inconclusive.

First round was against John. And that went the same way as our test game earlier. I stomped all over his Golgari deck. Which had been a surprise because our test game had been against his merfolk deck. And that was what I was expecting to be facing. Still that little surprise didn’t change the result.

Round two I was up against Andy Church. I know that the result was I lost 2-0 but it doesn’t reflect that these were two close games. Which would be the story for the rest of the afternoon.

My final game against Alex could have been a win. But I did a massive miss play in the final game that would have slowed him down and stopped that white elder dinosaur coming out for a couple of turns.

But if you are not finishing top 3, then coming last is the next best option. Why? Last place gets you a guaranteed Standard Showdown pack. Other wise outside of those places it’s all down to the luck of the die if you get one of the remaining packs (depending on number of entries of course).

So I wasn’t unhappy being last. It mean that guaranteed extra pack. And boy was the one I had worth having. See below for the highlights from it.

But a fun afternoon of MtG as always.

Casual Games

John: Win 2-0

Andy Hall: Loss 0-2

Standard Showdown Stats

Standard Showdown Participants: 9

Rounds: 4

Round 1: John Win 2-0

Round 2: Andrew Church Loss 2-0

Round 3: Nathan Hall (burn deck) Loss 2-0

Round 4: Alex Loss 2-1

Record: 1-3

Final Position: Last

Prizes: 1 participation pack, a Standard Showdown pack (Vraska Planeswalker, Hinterland Harbour, foil Forest).

In hot pursuit


I thought for the start of this post we’d look at the D&D 5e Starter Set.

This is basically everything (except pens/pencils and the friends to play with) you need to start playing D&D in a box. In a previous post I’ve already talked about being able to give D&D a try without using this Starter Set. Although you’d still need dice. But with an internet connection or app you don’t even need them. I came across this page on the WotC website the other day that simulates rolls from the various dice used.

But I digress. I’m looking at the Starter Set.

The Starter Set can be purchased for between £15 and £20. I got my copy from my FLGS at about the mid point of that price range.

In the box for your money you get a set of 6 dice, 5 pregenerated character sheets, a blank character sheet, the Lost Mine of Phandelver adventure, and a rulebook.


The rulebook is a nice 32 page summary of the basic rules needed by new players and dm’s to play the game. Naturally it’s not as comprehensive as the Players Handbook or the free pdf of the basic rules that WotC have on their website. The rules included doesn’t cover creating your own characters. However that’s not the point of this Starter Set. Which is to give you everything to start playing right out of the box. Besides if that’s something you want to do the info is in the free pdf already mentioned. But it does the job.

The supplied pregenerated characters of two human fighters, half elf wizard, halfling rogue, and dwarf cleric are standard fare and in my opinion a bit cliched. But I understand why they went with the tropes. It’s not the mix of classes I’m critiquing. Although a trope in itself, it’s also a good example of a balanced party for beginners. It’s the races that are used for each class I find unimaginative and cliched. For example why not have the halfling as a wizard? I play one. Mix it up a bit.

A nice touch on each of the character sheets is the background info on the race and class on the reverse side to the character stats. The background adventure info that gives each character a personal goal, defines their alignment and why they are at the start of the adventure, I love. A really nice touch. The gaining levels guidance is also really good. And guides the player up to level 5.

The Lost Mine of Phandelver adventure. A 64 page starting adventure set in the Forgotten Realms along the Sword Coast. Particularly south of Neverwinter in and around the Neverwinter Wood and the Sword Mountains. With the town of Phandalin acting as the base for the adventurers.

Our group are I’m assuming midway or just over midway through the adventure. Our sessions are about 3 hours long and are fortnightly. And we have been meeting up to play this adventure since July last year. Make of that what you will. Plus we are using our own characters not the pregenerated ones.

From a players point of view I’m enjoying the adventure a lot. It doesn’t feel like a railroad adventure, but more sandbox like. There are plenty of hooks to go off and do the adventures in the area. Which is what I like that illusion of choice. You can decide to act on the hook you get or not.

From a new dm point of view I’d have liked to have seen some player friendly handouts, such as a map of Phandalin. Maybe some pictures of the monsters players will encounter. Or how about some standees of the monsters to use? I’m stopping short of suggesting miniatures of the characters. Well we don’t know what sex that the players will chose. So 10 miniatures would just drive up the price astronomically and out of the intended audience and aim of this product. Or they could follow the Judge Dredd RPG guys and release a token pack for the Starter Set for players to buy.

The actual box for the Starter Set is twice as deep as it needs to be, and it’s why there is a bit of cardboard inside just to stop stuff rattling round. In this day and age of being environmentally friendly etc. there is no excuse for this sort of waste.

Overall this is a great option for those looking to get into playing D&D. It’s not expensive. So if your group of friends don’t like it you are not too much out of pocket. Although (and this wouldn’t be a post by me on D&D if at some point I don’t mention Mr Colville) my previous post (link in the second paragraph above) about the one-shot noob dungeon by Matthew Colville is even cheaper (FREE). Both great options for trying the game. If I was to recommend anything, I’d say try the free one-shot first, then if you enjoyed that, move onto this Starter Set.

Let’s see what shenanigans Dram and co have been getting up to since last we saw them.

After a short rest our band of adventurers looked for signs of the wizard formally known as Glasstaff.

A trial led north through the forest.

The motley crew followed the trial through the woods until they came across an abandoned camp site. Ace used his skills to determine that the camp was relatively fresh, the extinguished fire still warm. His best guess was that the person who had been here had left no more than a couple of hours before their discovery of the site.

More footprints led off from the camp site in a northerly direction, once again through the trees.

Dram and co resumed the pursuit of whoever was making the trial.

Shortly they came to the Neverwinter River. It was too wide for Dram to Misty Step across and avoid getting wet feet or having to swim across. So Dram paddled out into the river and then cast Misty Step to take him to the opposite bank.

As Dram sat on the opposite bank drying off, he watched the rather humorous crossings of his companions. Grull had tried tossing the gnome across the river. Only for the gnome to fall short and splash down into the middle of the river.

Their efforts to get out of the river were just as comedic. But eventually the others all got across to join Dram on the opposite bank, just a lot more wetter.

The pursuit resumed until they came across another clearing in the dusk of early evening. Four humanoid shapes appeared to be trying to dig up some graves.

Ace stealthy crept round to one side to get a closer look. Sadly at the opposite side of the clearing Grull wasn’t as stealthy. One of the humanoid shapes noticed him.

It attacked.

The chaos of battle ensued. Two of the humanoid figures attacked Grull. Dram from his safe spot let off a volley of Magic Missiles at those two.

Grull, the gnome and Ace just seemed to be standing there letting the attacking figures attack them! Dram was puzzled with this reaction of his colleagues. Surely they should be fighting back, defending themselves?

Dram cast Cloud of Daggers. The air in front of Grull was filled with spinning daggers. Exactly where the two attacking figures were standing.

Suddenly the paralysed heroes sprung back into life and finished off the remaining two attackers.

Closer inspection of the corpses afterwards revealed they had been fighting ghouls.

After getting their breathe back, and some patching of wounds. The party once again looked for signs of their quarry. But the path seemed to have come to a dead end.

After a brief discussion the party decided to head North to try and pick up the trail. again.

After about an hour they had still not found any sign of a trail. So they set up camp for the night.

The night passed quietly. Except in the morning Sarmyar and her panther had disappeared.

Offering your protection to the captain

Last night with the help of Diego and Jeff, my all time favourite game Scythe hit the table.

For our session last night I used the official play mat and the Scythe Encounters expansion. I could have just shuffled in these new encounters with the old ones. But then we wouldn’t have been guaranteed to have seen any of them. So for this game we played with just the new cards. We were also playing with the Wind Gambit expansion. But only using the airships. Decided not to use the resolutions module this time.

We opted for randomly selecting our factions. Which saw Jeff get my favourite faction Rusviet. Diego pulled Nordic. Whilst I got Polania.

After finishing set up (I’d done a lot of it before the others had arrived) we spent 20 minutes refreshing our memories over the rules. It has been much to my shame a year since I’d last had the game to the table. And that’s despite the excuse of the new expansions coming out. I could make excuses as to why this amazing game hasn’t been played more often. But after last night I no longer have one of the main ones. It just needs calendars to align now, and a max player count of 4.

I have to admit my first couple or so Encounter cards I was real happy I had the Polania faction ability. Being able to chose upto 2 of the options was sweet. These new cards are fun.

I really liked the new cards. I had one that allowed my character to move to the factory if it wasn’t occupied. Hitting that early on was a great bonus. I had first pick of the factory cards.

Although there was a little “discussion” about the wording of one card.

The situation was as follows. I wanted to move my mech into a space that had one of Diego’s workers in and some tasty resources I wanted to steal. As indicated by the red arrow in the photo below.

However…

Earlier on in the game I had drawn the Encounter card below. I did the bottom option Hijack the airship obviously. I also did the Offer Your Protection To The Captain option (highlighted in photo below) choosing Diego.

So I couldn’t attack Diego. Which I interrupted as not doing combat. So I couldn’t move my mech into a space with a mech or character that belonged to him, and start a combat. Whilst Diego interrupted attack to also include moving a mech into a space with his worker.

We made our cases for our points of view. And to settle the impasse we let Jeff make the final decision. With the promise that whatever the judgement we would be hitting the internet later to determine the correct answer.

But the question is who was right? Does moving a mech into a space with an opponents worker in count as an attack?

I’ll update the post later today or leave a comment with the results of my internet search for the answer.

I should mention that the official neoprene play mat is beautiful. A perfect size for the game, and really high quality with stitching on the edges.

We had a blast playing Scythe. I was first loser, with Diego winning. However the gap between Jeff and myself was only 2 points.

A great evening playing an amazing game with some great friends (still no curry night invite Jeff!!!) at a great location.

UPDATE: I found this thread on bgg which would seem to back up my interpretation of attack and combat. And therefore means that Diego’s victory is disputed, as history would have been different. And I have the more important moral victory.

Campaign Pitch Document

So the first session as DM hasn’t happened yet. It’s close. We had fixed a date but reasons meant that the agreed date fell threw.

Which means negotiations have to take place again for a new date.

In the meantime just on the off chance that Jonathan, Diego and who ever else took part in the one shot liked their experience and the job I did as DM I’d pitch a couple of campaign ideas to them.

But how to do it?

Oh yeah my go to guy Matthew Colville has some words of advice on this. After all I got the idea from him and this video.

Ok here is a link to my first attempt at a campaign pitch document for three D&D campaigns I wouldn’t mind running. DandD Campaign Pitch

Simic Aggro Thoughts

As you know from the previous post my Simic deck won last weekends Standard Showdown.

I also had that mini rant about basically the local meta being a bit stale with the same decks being played each week. The week before the pirate deck I came up with ended up mid table. I still have the mono blue mill to try in anger. Although it has been fun to play in the casual play.

But with all this in mind and partaking in the side of the game I really like, deck building. I’ve decided to rebuild the Simic deck with a different focus. My initial version of the Simic deck had a ramp element, and that is the side I decided to focus on and be a bit more aggressive.

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.

Right with that out of the way back to the conversation about this “new” deck.

It’s going to feel odd playing with so many creatures now, and so few spells.

But with the theme being ramp and aggro, the Llanowar Elves had to be back into the folder, along with the Steel Leaf Champions. We all know the dream starting hand of 2 forests, a Llanowar and Steel Leaf in this type of deck.

With 8 creatures that can tap for mana, 2 cards in the sideboard that have the Convoke mechanic (creatures I control can tap to add mana to cast the card) and Growth Spiral I think I have the ramp side covered. Oh and Song of Freyalise will help with the ramp.

I went with Evolving Wilds over Open the Gates as my mana fixing because Evolving Wilds puts the basic land I fetch on the battle field tapped. While Open the Gates doesn’t, it goes to hand and costs a forest to cast. Plus I’m not playing Guild Gates in this deck. They are too slow. This deck needs to come out sprinting, not walking. Lands that come in tapped are therefore out.

This deck also has a plan to handle the aerial threat of flyers with the classic two for one Crushing Canopy. Whether I like it or not enchantments are apart of the meta. So this card allows me to handle both. There is also Sagittars’ Volley in the sideboard to handle those 1/1 weenie fliers.

I’m also playing some fog cards which hopefully will nullify an attack and leave it open for me to swing in with lethal. Or ride out the storm if sleep has been played.

Naturally with Carnage Tyrant and Nullhide Ferox I have creatures in place that combat control decks. There is also Thrashing Brontodon included as part of the anti-enchantments plan.

Impervious Greatwurm, the buy-a-box promo. Probably unplayable, definitely not competitive. But it’s a fun card, that with the ramp and it’s convoke could be cast easily. With that on the battlefield even Ghalta looks punny.

So that’s enough of justifying my decisions for this deck. Let’s look at the mana curve.

Would like it under 3 For the AMC but I’ll live with it. Fitting Siren Stormtamer into the deck somehow would bring it down. But that’s a card to try after some testing.

Here is the initial deck list. What would you take out or add?

Creatures:27

4 Llanowar Elves
3 Hydroid Krasis
4 Incubation Druid
4 Steel Leaf Champion
3 Thrashing Brontodon
3 Nullhide Ferox
2 Zegana, Utopian Speaker
2 Carnage Tyrant
2 Ghalta, Primal Hunger

Spells:11

3 Growth Spiral
3 Root Snare
2 Song of Freyalise
2 Crushing Canopy
1 Vivien Reid

Lands:22

2 Breeding Pool
2 Evolving Wilds
10 Forest
2 Hinterland Harbor
5 Island
1 Woodland Stream

Sideboard:15

4 Frilled Mystic
1 Carnage Tyrant
1 Impervious Greatwurm
1 Root Snare
2 Crushing Canopy
4 Pause for Reflection
2 Sagittars’ Volley

Winner,winner, Hydroid Krasis dinner

Friday evening saw an impromptu gaming session with Jonathan. Don’t worry this bit is going to be short.

Our first game of the evening was the current hotness (and at the moment Jonathan’s and mine prediction for game of the year! And let’s face it this game has set the bar pretty high for the others coming out this year.) Wingspan. I actually started off with a hand of all five starting cards, which meant no resources. All of the cards were one or two resources to play, plus the buzzard was a zero cost card to play. So my first action was playing that buzzard. Jonathan started off very slow, and never really did get a lot of birds out. But even so, the gap between our final scores wasn’t massive. I took the victory by five points.

Our second game of the evening was the Judge Dredd: The Cursed Earth game.

This is a licensed game that Osprey Games has produced using their other game The Lost Expedition as the starting point.

I liked The Lost Expedition (which I got at the UKGE last year) although it is brutally hard to beat.

In this update basically, we have a theme that I love (I’ve been reading Dredd for decades). And a theme that is being used by Osprey again later in the year when I believe they are releasing a Judge Dredd version of Wildlands called Judge Dredd Helter Skelter (and also why I’m selling my copy of Wildlands. I like Wildlands, but if I have to choose between a fantasy theme and Judge Dredd then JD wins).

The actual theme, art and storyline work very well together in this game. It would be fair the theme and art would have done nothing for Jonathan. It’s sci-fi. Not his cup of tea as us oldies would say.

Production wise they have got rid of the insert (that didn’t handle sleeved cards), added a storage box to hold the tokens and meeples that also acts as a divider in the box to help organise the cards. The cardboard tokens are a bit thin for my liking. I’d have liked something a bit thicker and robust. But at least the box now holds all the cards sleeved nicely.

You now have three modes of play. Solo, co-op and competitive. Which is nice. Jonathan and I only played a co-op game. It’s also nice that the game has that race element to it where you are racing the villains to get to Max Normal who is hiding in the Cursed Earth somewhere. Plus there is a mechanic where you battle a villain if you end up in the same region as them. Which we didn’t get to try out. We never caught up with the villains.

Having not played The Lost Expedition since the expo, we were rusty on the iconography. So we had to keep referring to the rules to refresh our memories on the ones we couldn’t remember but also on how the new icons worked also. The Psi icon was particularly interesting as a mechanic, and gave a hard choice. You would basically be adding an additional card to the encounters, but the choice was did you do it blind turning over the top encounter card and add it, or take a hit on Anderson (I think it was health) draw an encounter card each, make a case for playing the card you had drawn to be the one added to the encounter row over the other players card. Then adding the card decided by the players, discarding the other card. So a little control over your future!

Like it’s predecessor this game is brutal. But I enjoyed it. Need to try the competitive mode next.

Our final game of the evening was Hanamikoji. We rattled off four plays of this. It’s still a great, quick, two player game.

A great evening of gaming with one of my fav people to game with (the others know who they are) at a great host The Luxe Cinema. Who must have been fed up seeing me that day.

If you haven’t guessed the title of this post is a big spoiler for what follows.

Yesterday was Standard Showdown day once again.

I decided to play my Simic deck. The decision was mainly based on the lack of movement in the local meta. A minority of players are trying new decks. The majority are using the same deck week in week out, with the odd change once in a while. Which to be truthful is a bit boring.

There was only one game I felt a little guilt over. That was round 2 when I played a newish player whose deck really wasn’t competitive with the decks I knew most folks had. I think their deck was a slightly modified Planeswalker deck. It certainly wasn’t a fair match up against my deck. Counter, counter, smash. That’s my game plan. The guys deck was not going to disrupt that plan. It was a quick game.

Having won the first two rounds, I was worried about meeting Andy Hall in round 3. Or round 4 come to think of that. But John did me a solid in round 2 by beating him. A shock victory. But one that meant if I kept winning we would be unlikely to be matched up.


Round 3 did see me play against his son though (his son had won FNM the previous night). I wasn’t much concerned about this match up. I’d beaten it previously with this deck. I thought it’d go 2-1. But I aced it with a clear win.

The final round was against John and his merfolk deck. This could have gone either way. Probably the least confident of winning for the day. Plus there was a little pressure to win. If I lost, then it would be all down to the WotC algorithm once again to decide the top four or five. And based on it’s workings I wouldn’t finish top. I needed a win.

Game 1 I won comfortably. Game 2 was quick and John’s deck just overwhelmed me before I could counter anything or get bodies out. We had a decider. Which went my way. I got to the start of an oppressive board state. That had oozes out that were growing quicker than his merfolk, Krasis on the board, counterspells in hand. And mana.

Unusually Vivien Reid actually hit the battlefield four times yesterday, and got me creatures, and just as important allowed me to trigger her ultimate. So I had that emblem out. I hardly get to play her, having just the single copy in the deck. So it was nice to get her out and doing her thing.

I was the only undefeated player yesterday. And I think it’s the first time I’ve gone undefeated also.

There was talk about levelling the playing field out so some of the really new players could take part. The idea of just welcome packs, or just Planeswalker decks were floated. But there is in about 3 weeks a natural time to do something like this when the new Challenger decks come out. So that weekend will be Challenger decks only I believe.

Standard Showdown Stats

Standard Showdown Participants: 10

Rounds: 4

Round 1: Kar-Fai (Red burn/aggro)Win 2-0

Round 2: Win 2-0

Round 3: Nathan Hall (Golgari)Win 2-0

Round 4: John (Simic merfolk) Win 2-1

Record: 4-0

Final Position: 1st

Prizes: 1 participation pack, 2 boosters for winning and a Standard Showdown pack (foil Assassin’s Trophy inside).

A Night on the Town in New Angeles

Finally FFG have released the Gencon and Pax Unplugged Genesys Android adventures that they ran. Along with the pre-made characters that they used with the adventures.

Now that I’m able to read the adventures I can decide whether they fit into the planning I’ve been doing.

After an initial skim reading of the adventure I think considering how I’ve planned to start the campaign (read an early look of the player handout here) this is something I could use later in the campaign.

I really like that not only have FFG released these two adventures but that they have tweaked them so that they can be played with your own characters, and that they have advice for starting the second part if your players made different decisions.

It was worth the wait.

You can read the full FFG press release with links here.

Wisbech: Made in Minecraft – The Movie!

In a rush to write the earlier post I couldn’t wait for the YouTube release of the movie that was showed at The Luxe as part of the Wisbech; Made in Minecraft launch.

I was in too much of a hurry to share with the world my I’ll thought out thoughts on the matter.

But better late than never. All good things come to those that wait (which will be a bloody long time for readers of the this blog waiting for something good to appear on here).

So here for your viewing pleasure is the Wisbech: Made in Minecraft movie.