Queen Marchesa

With the new Conspiracy set around the corner, there is one thing that cought my eye: The Monarch mechanic. There are several cards that introduce this new layer to multiplayer games. Once someone becomes The Monarch they draw an extra card during their end step. There are also promises of cards that become better when you’re The Monarch.

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Extra cards are always a good thing, but it’s the catch that makes it really interesting: When someone deals combat damage to The Monarch, they become The Monarch themselves, stealing the title. So, when someone holds the title, they also have a bit of a target on their heads.

I think it’s usually worth it to be The Monarch for the extra card alone, but you’ll need to back up your titel with a proper defense. Some players might be hesitant to take up the mantle and becoming a target, and leave you alone, and let you gradually grind to an advantage.

It’s also handy that there is a new legendary creature that helps introducing this element in games of Commander:

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Queen Marchesa will help you watch your opponents killing each other or just get an advantage over time. She’s Mardu colored () which is a combination you won’t see that often in Commander outside for Kaalia of the Vast decks, and she plays quite differently from her. Marchesa is seemingly innocuous and even killing her doesn’t stop the power struggle. Her deathtouch further disincentivizes people from attacking you. And she replaces herself almost immediatly.

The question is, what kind of deck is best with her? Or the most fun. A deck around the voting mechanic (which also comes back) seems fun. Having a few difficult to block creatures seems handy for taking back the crown. And she’s in Extort colours as well.

One nifty trick with being The Monarch is using Solitary Confinement. The extra carddraw helps keeping the confinement up, and you can’t loose the crown with confinement in play.

In the end it’s a subtle combination of pillowfort, chaos and grouphug. I look forward making a deck with her.

Posted under Commander / EDH

Jeskai Bounce & Burn

I’ve been playing Magic Duels for a while now. For a long time I’ve played a black/white vampire deck with Sorin, Grim Nemesis as the curvetopper. Then finally I unlocked Fevered Visions and decided to make a deck with that.

When Eldrich Moon came, it introduced the Emerge creatures. And those happened to be insane with Kozilek’s Return. To Emerge well, you’ll need some good 3 drops that have good ETB/dies effects. Reflector Mage offer great value and you won’t miss them much after they bounce things.

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Exultant Cultist also offers some cycling and card advantage. I may swap it out for some Pilgrim’s Eye‘s once I unlock them. I don’t know if the random card from the cultist is better than a land, but the deck is 3-colour and mana hungry.

Most of the time I run into problems if I’m stuck on 2 mana. I may have to find ways to solve that. Also, an early rush makes keeping control of the situation and stabilizing difficult.

Here is the deck:

~ Jeskai Bounce & Burn ~

Planeswalkers (3)


Chandra, Flamecaller
Jace, Unraveler of Secrets
Nahiri, the Harbinger

Creatures (12)


Exultant Cultist
Jace, Vryn’s Prodigy
Reflector Mage
Thing in the Ice
Vexing Scuttler
Wretched Gryff

Instants (14)


Brutal Expulsion
Compelling Deterrence
Disperse
Geistblast
Fall of the Titans
Kozilek’s Return

Sorceries (5)


Collective Defiance
Crush of Tentacles
Exquisite Firecraft

Lands (24)


Evolving Wilds
Glacial Fortress
Island
Mountain
Needle Spire
Plains
Sulfur Falls

Enchantments (2)


Fevered Visions

The way I win is usually by taking control of the game by bouncing and burning opposing threats. Then one of my undercosted Eldrazi, Fevered Visions or Chandra wins me the game. I only need to do about 10 damage to get them into lethal range, by combining Geistblast with Exquisite Firecraft. That’s 2, then 8 damage right there, and often it’s completely uncounterable.

As far as Emerge goes, Vexing Scuttler is often a-ma-zing. I can recycle milled or used burn with it. The Emergers also chain nicely into each other.

Collective Defiance is also a fantastic card. So many options. Burn stuff, or just get through mana-flood by recycling my hand, or get rid of something particularly nasty I just bounced. Sometimes I can even mill someone out if the game takes long enough.

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The main improvement would probably be the inclusion of Radiant Flames once I unlock those. I’m usually happy to have a Brutal Expulsion, but it seems that the flames will do better to mass-remove an early onslaught. Unsubstantiate also probably will be better than, say, Disperse in some situations, like when I have mana open and want to stop a planeswalker or an ETB effect. I may even tweak the numbers here and there and get better suited for a draw-go kind of playstyle.

Anyways, the deck is a blast to play and like any reactive deck sometimes a big puzzle on which line of play is correct. It also features some cards that are better in two-headed-giant.

Posted under Magic Duels

UB Eldrazi

I’ve been thinking about getting into Modern. The question is find a deck that suits me.  There where a couple of options that where crazy enough and that left some space to make it my own. But I think I settled on -Eldrazi. The main draw has been the inclusion of Ashiok, Nightmare Weaver. But then the Oath of the Gatewatch previews started rolling, and it appears the Eldrazi now focus on explicitly colorless mana, and adds some great tools I would like to try.



First there is Thought-Knot Seer, which has been compared to Vendilion Clique. Maybe it’s as good, or maybe it isn’t, but it’s castable turn two using Eldrazi Temple, helped by Eye of Ugin. If it dies, your opponent gets back a card, but this is an upgrade from Clique. You just take the best card and maybe they get a random card in return later. It also means they have to spend a removal card to make sure that happens, and meanwhile you had a 4/4. So, that seems pretty good.


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I’m not sure about Eldrazi Mimic, but being able to cast it for free when Eye of Ugin is in play sounds great. If you can follow it up with another, bigger Eldrazi next turn, it can be quite a fast source of damage.

The rest of the deck is random disruption. The idea is to get the Oblivion Sowers online as fast as possible, maybe get some lands out the deal, then finish off by using Ulamog.

~ UB Eldrazi ~

Creatures (20)


Blight Herder
Drowner of Hope
Eldrazi Mimic
Oblivion Sower
Thought-knot Seer
Ulamog, the Ceaseless Hunger
ulamog’s nullifier
Wasteland Strangler

Spells (16)


Duress
Expedition Map
Inquisition of kozilek
Relic of Progenitus

Lands (24)


Eye of Ugin
Eldrazi Temple
Ghost quarter
Tectonic Edge
Urborg, Tomb of Yawgmoth
Swamp
Underground River
Watery Grave

Sideboard (15)


Delay
Ruin Processor
Surgical Extraction
Warping Wail
Posted under Modern

Updating Karrthus

With Dragons of Tarkir a lot of interesting dragons came out, and many replaced cards in my old Karrthus deck. Surprisingly, one of the new dragons I’m most exited about is a lowly uncommon. So, below is my old Karrthus deck. It has seen some changes, but the new influx of dragons does seem more of an overhaul rather than subtle tweaks:

~ Old Karrthus, Tyrant of Jund Commander ~

Commander (1)


Karrthus, Tyrant of Jund

Dragons (28)


Ancient Hellkite
Bladewing the Risen
Bogardan Hellkite
Broodmate Dragon
Changeling Titan
Dragon Broodmother
Dragon Egg
Dragon Tyrant
Forgestoker Dragon
Hellkite Charger
Hellkite Overlord
Hellkite Tyrant
Hoard-Smelter Dragon
Kilnmouth Dragon
Knollspine Dragon
Malfegor
Mana-Charged Dragon
Moonveil Dragon
Rimescale Dragon
Rorix Bladewing
Ryusei, the Falling Star
Scourge of Kher Ridges
Scourge of Valkas
Slumbering Dragon
Steel Hellkite
Stormbreath Dragon
Thundermaw Hellkite
Utvara Hellkite

Other creatures (17)


Birds of Paradise
Burnished Hart
Courser of Kruphix
Dragonspeaker Shaman
Elvish Mystic
Elvish Piper
Fauna Shaman
Fertilid
Kiki-Jiki, Mirror Breaker
Llanowar Elves
Oracle of Mul Daya
Radha, Heir to Keld
Sakura-Tribe Elder
Somberwald Sage
Xenagos, God of Revels
Yavimaya Elder
Zirilan of the Claw

Artifacts (3)


Bow of Nylea
Sol Ring
Sword of Feast and Famine

Lands (36)


Blood Crypt
Cavern of Souls
Command Tower
Darigaaz’s Caldera
Dragonskull Summit
Fire-Lit Thicket
Golgari Rot Farm
Grove of the Burnwillows
Kher Keep
Kessig Wolf Run
Overgrown Tomb
Raging Ravine
Rakdos Carnarium
Reflecting Pool
Rootbound Crag
Savage Lands
Snow-Covered Forest
Snow-Covered Mountain
Snow-Covered Swamp
Stomping Ground
Temple of Abandon
Vivid Crag
Vivid Grove
Volrath’s Stronghold

Enchantments (7)


Aggravated Assault
Bear Umbra
Crucible of Fire
Doubling Season
Nature’s Will
Parallel Lives
Survival of the Fittest

Instants (1)


Worldly Tutor

Planeswalkers (3)


Domri Rade
Sarkhan Vol
Sarkhan the Mad

Sorceries (5)


cultivate
Demonic Tutor
Death by Dragons
Into the North
Kodama’s Reach

There have been changes after trying out this deck. More dragons where added, as well as some extra lands. Some tricks where nice in theory, but didn’t work out in practice, so more emphasis is put on individual dragons. The Changelings where replaced by actual dragons. Not that they where bad, but tricks involving these and Zirilan of the Claw didn’t came up often enough to warrent inclusion. Zirilan stayed, but now playes a slightly different role.

The additions of Fate Reforged and Dragons of Tarkir also lowered the curve a bit. Dragon Tyrant is cool, but ten mana is a bit much. Atarka, World Render is both cheaper, easier to sustain and gives the double strike bonus to others as well. With more legendary dragons at my disposal, Kiki Jiki also got sidelined.

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The best new addition is probably Savage Ventmaw.  It does what the deck wants -playing dragons- and gives what the deck needs: Lots and lots of mana. When given haste it’s practically free and is a huge jump in mana, making even the higher cost dragons available far sooner. But it doesn’t really end there.

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It also makes it far easier to take advantage of Karrthus and the ability to steal dragons. It’s not inconcievable to curve into Death By Dragons and follow up with Karrthus on the same turn. Or do the same, but with Descent of the Dragons.  Making dragon tokens and immidiately stealing them with Karrthus makes the effect a lot harder to play around. Before, when I used Death By Dragons, opponents just smashed their new dragons against each other, so they rarely lived long enough to come to my side.

But the Ventmaw interactions can get even better. Before I used cards like Bear Umbra and Nature’s Will to untap lands and use that to power out infinite combat phases with Aggravated Assault or Hellkite Charger. Ventmaw doesn’t need much help doing that by himself, going infinite with the Assault and large with the Charger. The first will even generate mana, while the latter now costs an extra 1 per activation; A small price to pay for extra combat phases I would say.


 

There are more changes coming out of the new set. A commander deck is never really finished, but the low hanging fruit is easy to see. For example, Rorix Bladewing is an okay hasty dragon, but can be a little awkward sometimes, because of the trippel red, which has consequences when using ramp to find Mountains instead of spreading out over all the Jund colours. So, he is replaced by Dragonlord Kolaghan, who has similar stats, but also gives haste to all other creatures. Sure, there are other sources of haste in the deck, most notably Karrthus himself, but you’ll want to be able to attack with your dragons as often as possible, so redundancy is welcome.

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It’s easy to overlook Kolaghan though, because his last ability does very little in commander, except hose a random Relentless Rats or Shadowborn Apostle deck. But still, solid hasty stats regardless.

Haven of the Spirit Dragon is as good as almost any land in the deck. Sure, it doesn’t make Snow Mana, but the only card that wants that is Rimescale Dragon, and there is still plenty to go around. It’s miles better than Crucible of the Spirit Dragon, a land I added when Fate Regorged came out. In fact, it’s in many ways the opposite of that card. The Haven is a manafixer that comes on the battlefield untapped and is better than most lands in the deck in that regard. In fact, the closest to Haven is Cavern of Souls, which fills a similar role of mana fixing and protection.


There still needs to be a lot of dragons collected and evaluated, and deck space is limited, such as the Regent cycle. I’m willing to try out Foe-Razer Regent, since he doubles as a nice effect for Zirilan, as well as interacting with the (sparse) Fight cards, like the Dragon mode on Frontier Siege or the -2 of Domri Rade.

Deathbringer Regent might be a worthy inclusion as well, but the ‘play from hand’ clause does limits it somewhat as a toolbox card. Thunderbreak Regent is utterly fantastic, though. Shooting lightningbolt to anyone who dares target a dragon is nice, but simply being a 4/4 for makes it a champion in the lower part of the dragon curve.

 

 

Posted under Commander / EDH

Dismissive Shu Yun

I think my favorite clan leader is still Shu Yun, the Silent Tempest.  The potential for Prowess and handing out Double Strike really makes me want to make a crazy spellslinging deck around him. Because Double Strike is awesome. The feeling of dealing out a flurry of blows, doubling the effectiveness of a creature, and possibly multiplying any damage triggers. I’ve been looking at small cantripping spells. They don’t have to do much, they just need to trigger prowess and the double strike ability and draw a card (or two) so I can keep triggering whenever I want.

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And then I realized something. Even after decades of playing, I had misunderstood how triggered abilities work exactly. I was playing Duels of the Planeswalkers and noticed something odd: Whenever an ability triggered that required a target, I had to choose a target, even if I didn’t intend to pay the ‘may’ part of the ability. Generally, that’s not very useful, but the game also had a deck with a lot of Illusions, like Phantasmal Bear, which will get sacrificed if something ever targets them. Even if I didn’t pay for the ability. Or, how it is written in the comprehensive rules:


603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.


So, even if I do not plan to pay the to give something Double Strike, I still can remove that Phantasmal Dragon with Shu Yun. If only if these creatures where more common at the commander table, right? The Jeskai leader would be like a machine gun assassin. Fortunately, M2014 has the perfect solution to make sure opponents has plenty of fragile Illusions.

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At Dismiss into Dream is a hefty investment. But the payoff can’t be denied. Not only does it turn the head monk into a viscious murder machine, it completely hoses almost any type of ‘Voltron’ style decks. Equipment becomes useless. Auras become deadly. And since Shu Yun also triggers off mana artifacts being played and all the draw from the cantrips meaning you rarely will miss a land drop getting to the 7 mana in Commander quickly isn’t really that far-fetched. I bet explaining rule 603.5 will raise some eyebrows though, as it feels somewhat counter-intuitive. You’d probably need to print it out, so you can show how that Brainstorm kills a dude for just while drawing you some cards and that Counterspell doubles as targetted creature removal.

Posted under Commander / EDH

Jund Legends

While looking for cool ideas for a standard deck, I ran into a nifty thing on MtgSalvation. It’s a deck based on Hero’s Blade and uses various legendary creatures to wield them. Of particular interest, however, is the synergy between these three legends.


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I never found Tymaret particularly interesting,  but here he fills an important role: When Yasova steals a creature, Tymaret can sacrifice it before you have to give it back.  Alesha can bring Tymaret back, if needed, among other things and is generally an efficient first striker to wield a blade. And there is more going on in the deck, like Yisan, who will find increasingly bigger things, but mostly is there for Hero’s Blade too. Because Yisan is pretty slow.

The original deck looks like this:

~ Jund Legendary Heroes ~

Heroes (23)


Tymaret, the murder king
Yasova Dragonclaw
Alesha, Who Smiles at Death
Yisan, the Wanderer Bard
Pharika, God of Affliction
polukranos, world eater
king macar, the gold-cursed
Kolaghan, the Storm’s Fury
Xenagos, God of Revels
Tasigur, the Golden Fang
Atarka, World Render

Squires (8)


elvish mystic
sylvan caryatid

Artifacts (5)


Hero’s Blade
Heroes’ Podium

Lands (23)


Forest
Mountain
Nykthos, Shrine to Nyx
Swamp
Temple of Abandon
Temple of Malice
Wooded Foothills
Bloodstained Mire

It’s a good starting point. It could use a Urborg, Tomb of Yawgmoth instead of one swamp maybe, to make some splashes easier.  And while the Hero’s Blade is fun, there might be some legends that can be left out to make place for a Hornet Queen.  If you can somehow dump a queen in the graveyard, with, say Tormenting Voice, Alesha and Tymaret can team up for all kinds of nastyness.

Even though I didn’t have much time, I tried a proof-of-concept version of the deck, to see how it goes. My version looked like this:

~ Jund Legendary Heroes (Experiment) ~

Legends (17)


Tymaret, the murder king
Yasova Dragonclaw
Alesha, Who Smiles at Death
Yisan, the Wanderer Bard
polukranos, world eater
king macar, the gold-cursed
Kolaghan, the Storm’s Fury
Atarka, World Render

Other creatures (7)


Humble Defector
Shaman of the Great Hunt
Stormbreath Dragon

Artifacts (5)


Hero’s Blade
Heroes’ Podium

Instants (7)


Collateral Damage
Lightning Strike

Lands (24)


Forest
Swamp
Mountain
Bloodfell Caves
Jungle Hollow
Temple of Abandon

The experimental version is a little different. Since the deck has Dragon ‘lords’ and I had a couple of spare Stormbreath Dragons, I included those. I also like Humble Defector which has some cool syntergy with Yasova Dragonclaw. Sadly, during testing a few short games I didn’t run into my defectors, and most of the time Yasova got removed before I could go draw, steal, draw.

I even included the Collateral Damage to use with Yasova, but it’s difficult to get quick enough. It does make a nice addition to Tymaret, but so far I couldn’t steal, sacrifice and burn.

Shaman of the Great Hunt worked really great. Even when he couldn’t be used as a quick hasty attacker, he helped grow the other guys out of reach quickly. I didn’t use the draw ability much, but it’s nice that I could when I didn’t have something better to do.

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A turn two Hero’s Blade, followed by one of the 3 drop legends is always awesome. The option to Dash in Kolaghan and do (at least) 8 through the air later on is great as well. There still is some room for improvement, though.


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Even though the deck can be explosive, it needs to be as fast as possible to keep outpacing opponents. I’m eyeing Generator Servant to help out ramping things up, maybe supplemented by Satyr Hedonist. The latter might be helpful with the awkward mana, but granting haste seems very important in the deck. The Generator Servant could help provide the mana for a Hero’s Blade ánd drop a hasty Yasova or Alesha -Or a quick Kolaghan.

Both ramp creatures can create quite a jump in mana, and work well with Alesha. Potentially, the Servant can allow Alasha to attack turn 3 and she can bring the servant back, attacking.

Then there is Sylvan Caryatid,  which is a popular choice in mana ramp and fixing, while being a good early defense, too. If I had more of these available, I’d probably run it.

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Another puzzle to solve is Yisan, the Wanderer Bard. His legendness is handy in this deck for both the Hero’s Blade and the Heroe’s Podium. His ability is nothing to write home about, though: It’s a bit to slow. Still, being an early 5/5 attacker with the blade is nice. What the deck lacks at this moment are valid 1-drops though, so the first activation will always whiff, even when the situation comes up that an activation is a valid option. There might be a couple of options though.


 

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Potential viable one drops are Elvish Mystic, which adds to the ramp in the deck needs. Warden of the First Tree also seems to be a nice option. Being either a 1-drop, or a 3/3 for 3 is pretty good.  He could be potentially more, if you’re willing to risk sinking some mana into him. There is some risk in that, but maybe one of these guys could do some incidental cool things.

Posted under Standard

Fate Reforged: Manifest

I was making a commander deck around Morph. It’s a fun mechanic, adding a lot of mystery and mindgames to the table. There are some outright powerful effects, being able to mess with the best laid plans at the least opportune moment. It can counter, it can bounce and sometimes even turn opponents cards against them. And they never see it coming. I was hoping for some new Morph cards in the second Tarkir set, Fate Reforged, but instead it seems to bring something even better: Manifest.

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With Morph, it’s reasonably clear what’s going on; There is almost always a creature underneath, and the only real question is which creature? Manifest takes it a bit further. The Manifested card could be anything. Maybe it’s just a land, or some other card or maybe even one of those powerful morph creatures. It’s enough to provoke some extra paranoia in your opponents.

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Appearantly, Manifested cards mostly come from the top of your deck. There are some handy cards that make them. One of them is Whisperwood Elemental. I can see running this in my Morph deck. The commander I’m going to use is Animar, so there is a flavour connection there. And Animar will often make Whisperwood Elemental cheaper, too.

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Even though ‘once per turn’ is a bit limiting in a multiplayer format like commander, where most of the time it’s someone elses’ turn, at least you’ll get to manifest early, at the end of your turn. And as a bonus, Manifest will also trigger Trail of Mystery. There is an engine right there, getting everything you’ll need while keeping your mana open to actually morph things.

Whistperwood’s second ability can sometimes help when you unmorphed a lot of cards, and a mass destruction spell rears it’s ugly head. It only counts face-up cards, but it can cause some nasty surprises with cards with cheap, or even morph costs, like those on Temur Charger. Because even though Manifest allows you to pay the mana cost to turn creatures face-up, cards with Morph still get to use their Morph cost, whichever is cheaper. Handy.

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Ethereal Ambush is another Manifest card I’m excited about. seems like a lot to spend, but it’s an instant, so you can just wait until your turn is about to start. It’s a good deal get two new mystery guests on the table. And it’s within Animar colours, too, with two of the best colours for Morph. Soul Summons is less fortunate that way, but at least it’s cheap.

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Appearantly, there will be three Enchantments in Fate Reforged that create a Manifestation, and then enchant it. I have my doubts about those cards, as they seem rather hit-or-miss.

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A 2/2 double strike for seems okay, even with the potential to be so much more. You could just luck out and get a surprise double-striking Akroma, Angel of Fury, or a Sagu Mauler. Or it could be a Forest, and only ever be a little impressive when holding a Ghostfire Blade. I guess that’s part of the fun.

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Anyway, there are a lot of tricks opening up. Skirk Alarmist gives some temporary benefits even with non-creature permanents, especially when you include Secret Plans, but it’s not the best use you’ll get out of a manifested non-creature. Bounce is where it’s at. Echo Tracer, Icefeather Aven and Thousand Winds gets you anything back. Crystal Shard and Erratic Portal supplements this well and keeps opponents guessing.


All in all,  I’m pleasantly surprised by the new mechanic. It’s still te be seen just how much of it will be in Fate Reforged, but even if Whisperwood Elemental and Ethereal Ambush is the best on offer, these are fantastic supplements to a Morph-centered deck.


Edit: And there is another card known now that in fact Manifests from other places; It allows to Manifest itself, with another card in the mix to confuse opponents.

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That’s somewhat interesting. I can’t say it’s actually good, but it’s potentially repeated Manifestation that isn’t overly expensive, even though you need to ‘unmorph’ it to reuse the ability. Since it exiles/manifests itself on a hit, it does work well with the Skirk Alarmist as long as your opponent guesses wrong and doesn’t block it (and since you’re not allowed to shuffle your Morphs/Manifests on the table, because that’s cheating they probably know it’s one of the two new cards on the table.)

All in all it’s not a great card, but it might allow for a small amount of card advantage in the right situation, and a potential reusable way to trigger Secret Plans.

Posted under Spoilers

Review: Boss Monster

A couple of weeks back I saw Boss Monster in a game shop. The packaging immediately appealed to me; It looked like an old Nintendo game cartridge box, a pixelated hero fighting a pixelated monster. The theme and art style looked pretty cool, but there wasn’t really a way to find out if the gameplay was good enough, and since it was just before Spiel, Essen, I decided not to get it. Yet.

At Spiel I saw a demo booth, and even though there where no free tables, I decided to look at it closer and in action, and wait for a seat to open so I could try it. So, here are my impressions of watching a game, playing a game and looking through the contents after I bought it.

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 The game works as follows: You are one of the Boss Monsters, and you’ll have to build a dungeon of up to five rooms to lure and kill a steady flow of heroes. One hero shows up every turn for each player and it ends up in ‘town.’ From there it will see if there is a dungeon with the most treasure type icons matching that hero. If there are no treasure type icons matching that hero, or the highest number is tied, it will stay in town. However, if one player has the most icons of the mathing type, the hero is baited and will move to that dungeon. When you attract a hero he or she tries to reach you and deal damage to you (bad) but you’ll try to make sure the hero dies so you get souls you need to win (good.) Certain types of heroes are attracted to certain types of treasure, so you’ll try to balance this and hope no overpowered heroes show up.300px-BMA066_Johnny_of_the_Evening_Watch

The heroes are a quirky bunch, and often a riff off famous characters, like Johnny of the Evening Watch, who may or may not be related to Jon Snow of Game of Thrones fame.

Johnny is a Fighter, and thus attracted to dungeons that has a lot of sword icons. The trick of the game is to manage your icons, making sure you attract the heroes when you are ready for it.

Even though the heroes appear in random order, from my (limited) experience playing the game and watching it being played, you stand a good chance of running out of the Ordinary Hero deck, which means the odds even out later, until the Epic Heroes show up.

In the game I played, I had no idea what I was doing in the beginning, so I made a dungeon that lured in lots of clerics, before I was ready to deal with them. Early on, a lot of clerics showed up and they went through my dungeon uncontested, dealing me a lot of damage. Oops!

That did mean that as we went through the deck of heroes, less clerics showed up later, giving me some breathing space to correct the problem. The only downside was that I didn’t have a buffer to deal with unforseen problems, and I wasted a lot of opportunities to kill some heroes. Fortunately I caught on and managed to make a dungeon that used the early setback and turn it into an advantage, by lucking into a Vampire Bordello and managing to kill some heroes in it.

revised_gameplay_exampleThe most random part of the game is the room cards. There are no guarantees you’ll get a certain room. Still, at the beginning of the game you draw 5 room cards, and 2 spell cards, and then discard any 2 cards in hand, so there is a little wiggle room in setting up. Looking through the available cards in the game revealed that each room associated with a type of hero (Fighter, Mage, Cleric and Thief) also had a certain theme. For example, Mage cards tend to help drawing extra spells, while Fighter cards help drawing more room cards, or play more rooms, or even getting more rooms from the shared discard pile. So, with a little luck it’s possible to nudge yourself towards a certain play style.

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As with a lot of cardgames, the most fun can be had when you manage some combos. This is where the true depth is revealed. For example, Bottomless Pit is a very strong room, allowing you to kill a hero you can’t manage normally. But that’s just one time. However, if you have a Dracolich Lair you can start fishing it out of the discard pile, and if you have some cards that allow you to draw an extra room card, you can keep rebuilding the pit and taking down heroes with it.

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There are also Spell cards. You start the game with two of them, but some rooms help to draw more during the game. Spells have a similar role as rooms, but are powerful one-shot effects, and often can infuence opponents directly. Unlike room cards, you don’t draw more spells automatically, and that’s fine; The focus is on building dungeons, after all.

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One of the people I’ve played a demo game with wasn’t really sure if it was the game for him, because it appears very random when you play it for the first time, and don’t really know your options, or what to expect. I do think that once you learn a bit about the game, there are enough opportunities to strategize and control the flow of the game a little better. Figuring out all the tricks and combinations makes it even more tactical, so you can make better use of opportunities. Furthermore, the game has a little bit of rubberbanding here and there, with cards like The Fool, a weak hero that goes to the dungeon of the player who is behind the furthest and who will probably die.

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Heroes will just stay in town if you manage to create an equilibrium with the treasure types opponents have. And the longer the game lasts, the less random things become. Embracing the early randomness did help me win a game through luck, so even that is an option. Looking around what’s happening on the table goes a long way in timing when heroes enter your dungeon, or trying to steal them from other players.

Design wise it’s not the most elegant of games. With seperate hero, room and spell decks it has lots of moving parts for what seems a simple game. The expansion adds another deck. the fact that you’ll need to add/remove certain cards depending on the number of players is somewhat cumbersome, but I can see why it’s done; There is some balance in when the Epic heroes show up and speed things up a little.

The hero deck could have been more; Aside from The Fool there isn’t much variation. Ordinary heroes only differ in type and and the number of hitpoints (4-8HP) and do little to distinguish themselves from each other except for flavour.  The expansion helps mixing things up by giving the heroes items. I haven’t played with the expansion yet, but they do seem to make the heroes a little more unique and exciting.

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Conclusion: I like this game. It’s portable, funny, quick and it has some nice hidden depths. It’s easy enough to explain and random enough for new players to at least stand a chance.  It might get a little repetative after a while, but most short games have that. It’s interesting enough for me to keep an eye on expansions and maybe even chase down a promo or two. There still is some room for small improvements here and there, but there are no obvious flaws so far.

If you like dungeon crawling, and can appreciate the pixelized art style, and you’re not worried about a little randomness in your game, I can recommend this.

Posted under Other games
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