The War Report: Locust God Brew

As I did with Amonkhet before it, I decided that there was at least one new Legendary creature from Hour of Devastation worth building a deck around. I was lucky enough to pull a Temmet, Vizier of Naktamun from the lone fat pack I bought of the previous set, and it was really the only legendary creature I wanted to build a deck around and have done so already. The Minotaur from that set is pretty decent too, but I wasn’t excited about it, just like I wasn’t excited about HoD’s Scorpion God. However, this new set came with a few decent cards to add to existing EDH decks of mine, and I couldn’t wait to build a deck around The Locust God:

He’s not a cheap god by any means, but we intent to fix that by putting in a solid amount of card draw and some decent ramp. Blue and Red aren’t the best ramp colors, but they allow for decent card draw, and I’ve thrown in a good amount of mana rocks to fix things. We don’t have to worry about commander tax with The Locust God either, because when it dies it returns to your hand. The real benefit though is the fact that any time you draw a card, you get a 1/1 flyer with haste. If you can’t manage to get extra draws, you at least have the main draw phase along with the ability to loot built into the card. So most turns you should be netting at least a couple of these flyers, but that sounds like it would take far too long to get anything done. So let’s look at card draw effects that will help speed up our army of insects:

Blue provides the majority of card draw effects, but they are present in red, and there is of course some artifact and creature help. I’ve made sure to include some self draw, X draws and other effects that allow me to draw more cards all the time. Wheel effects happen to be very powerful in this deck as well, so I made sure to add some of those. Discarding your hand sounds detrimental, but being able to draw another full set sometimes comes with hidden benefits, and no matter what you’re generating more insects to swing with, each turn.

  

Outside of using these sorts of effects, I’ve also included some powerful enchantments that can multiply their effects:

Being able to draw additional cards per turn, or multiply the amount of cards drawn is powerful in conjunction with the insect production of the God. Outside of this, I’ve also added several different counterspell options and some burn spells for removal or to finish off a low life player. I also added in staple dual lands along with as many of the cycling lands I could find, due to the fact that late game those cards can net additional creatures, but also sometimes come in handy to discard if you are mana flooded. In the event that you start cycling through your deck a bit too fast, I’ve included cards like Commit // Memory and Temporal Cascade so you can get your graveyard shuffled back into your library. So what about the creatures, you may ask?

A sampling of the creatures in the deck, each has its own purpose but flows with the theme of the deck. Some make spells cost lest to cast, others help with card draw or wheel effects. One helps shuffle your graveyard into your deck, some ping for damage on card draw or ETB, and a couple of mages who will fish up other artifacts. Finally, we should discuss win conditions, outside of the obvious card draw and over run with 1/1 flyers.

There is a potential infinite combo here with Ashnod’s Altar, Skullclamp and The Locust God. Not coincidentally, I included both Trinket and Trophy mages to help fish these pieces up. Sacrificing an insect token to the Altar gives two mana with which you can use to equip the Skullclamp to draw two cards, creating two new insects, which nets infinite mana and infinite 1/1’s. Alternatively, you can use the combo of Enter the Infinite and Laboratory Maniac to draw out your library and win the game:

Lastly, if you prefer (or don’t pull the right cards) you can use cards like these to make your swarm overwhelming and get a good old beat down win:

There are a bunch of other small interactions between cards in the deck, and this is my first combo deck where I might be able to finally get that win where everyone is still alive with high health totals and can’t do anything to stop me! You can check out my full deck list over on MTG Goldfish, and I’ll be back with more brews as I complete them.

The War Report: HoD and EDH Updates

The Pre-release weekend for the newest Magic: The Gathering set, Hour of Devastation, just passed. Due to some financial difficulties I was unable to attend, though I did see what my friends procured from the event, and it was a bit underwhelming. We’re all members of a Facebook group dedicated to EDH, and I saw all sorts of people posting pictures of their awesome promo cards from the weekend — we’re talking foil Scarab Gods here, while my buds got a couple of crappy artifacts. Well, they are okay cards but I’d prefer some of the others I saw posted. Still, I was bummed that I didn’t get to go, and hope to go to the next. I’ve been reading articles about the set all over and the consensus is that it’s not a very “good” set. The expected value is lower than any set in years, and most are pointing to a handful of chase cards though I think that’s the case for most sets to be honest. Despite these facts, there are some great cards that I’m excited to add to my EDH decks, and for that I’ll buy at least a handful of packs and then probably buy the singles I’m not lucky enough to pull. The set officially releases on Friday, so I’ll probably pick up a Fat Pack and call it a day. For now though, I’d like to go over the cards I’m excited for and then touch upon some updates to decks that I’ve already talked about (and some that I have not).

These are the three cards I’m most excited for. The Locust God is going to be made into an EDH deck and Izzet is a color combination I have yet to build. I’ve actually already put the thing together, and have many of the pieces, just have to wait for the release so I can get my hands on this guy and finish it off with some singles. The Scarab God is also begging to be used in my Dimir Zombie deck, though I was torn whether or not to use him or just add him to the 99. Gisa and Geralf is my current commander, and though I love the graveyard recursion per turn especially when paired with Rooftop Storm, it seems that the X scry + damage per turn along with being able to make 4/4 zombies while removing cards from any graveyard seems to be stronger. Lastly, Razaketh is going straight into my Mardu Angels & Demons deck, which actually just saw a couple of recent upgrades that I’ll discuss in a bit. He’s a beast that can be cheated into play and also tutors for extra goodies. So good!

   

My B-tier list features a couple of cards that look awesome but haven’t yet found a home. I am planning an Oloro led lifegain deck that I feel the Crested Sunmare is a shoo-in for. Overwhelming splendor will also likely end up in that deck, because it slows the game down allowing me to build up life for various win conditions. Hell, even Torment of Hellfire could be useful, but I feel like that belongs in a different deck, but which one I don’t know. There were a few other cards I thought about mentioning here, but they are maybes and only if I decided they were going to fit into an existing deck or could be a build around.

Next up, I’d like to talk about some of the decks I’ve just mentioned, and maybe shed some light on other decks that I’ve built and have been playing. I try to share all of my decks because I know people who build decks find joy in dissecting others’ work, but also to keep a reminder around of what I thought was good and how I’ve grown as a deckbuilder. So like I said, that Razaketh is going into my Mardu Angels and Demons deck, and it’s actually just been upgraded. A while back I mentioned my playgroup picking up the Commander Anthology, and that we were going to pick up another, and that has happened. Just yesterday I paid for my second deck, and now I’m the proud owner of Kaalia of the Vast!

Honestly, when I built the deck I built it with her as the commander in mind, but she was $35 by herself and the deck was selling for around $100. That’s ridiculous. Instead, I got a better deal by splitting up this reprint and she’s actually worth more money than before because this reprint is a foil. Regardless, she makes the deck work even better, as you can cheat in the ridiculously expensive Angels and Demons in the deck. It turns out though that I bought nearly all of the same angels and a couple of the same demons, though I have many that are better includes for the deck than the precon. However, the precon came with a bunch of Dragons and some useful spells and mana rocks that will be used in other decks, so it’s not a complete wash. I did add these cards to my existing deck as well:

Anger is great in a graveyard to hastily use Kaalia, or anything that I play, most of which doesn’t have hast. I like the kicker on this otherwise normal artifact removal spell, and Reiver Demon is a nice board clear especially if you cheat him in. I dropped a couple cards that I felt weren’t bringing a lot of value in my time using the deck, and also dropped Tariel (the former commander) into the 99. I will have to make room for Razaketh, but I’m sure that will be easy enough.

The first deck I bought from the Anthology was Freyalise, and I have since removed her and a couple of cards to add to my Molimo Ramp deck. I think there is one HoD card that I want to add to that as well, but it’s not really imperative. With her remaining deck pieces I added a couple of other Elves and made Ezuri the new commander. I think it will still work well enough, but I’m not a huge fan of Elves in this game (or any game for that matter) so it’s likely I won’t play that deck much.

My Zombies deck has seen some revisions, and will receive another once HoD releases when I swap in The Scarab God as a new commander. Otherwise I think it’s done. My Orzhov Enchantments deck has been done for a while, and I think Molimo and the elves are good to go as well. My Temmet deck has also seen some revisions, most recently by adding in a couple of Populate options, and I think it’s finished as well. Reaper King which I don’t believe I’ve mentioned seems pretty well rounded out of the gate, people in my play group have even said it’s the best one I’ve made. Lastly, I just put together “Sramtron” which I mentioned recently, so I’m hoping that one works out well. All in all I’ve come to love the deckbuilding aspects, it just sucks that it can be such a money pit.

Anyway, I’ve rambled long enough for one post. Toodles.

The War Report: Commander Anthology

A recent release, the Commander Anthology is part of a series of products designed to relive the past of the game. A bundled experience that is playable out of the box for four players, it reprints four previously available Commander pre-constructed sets, that are in some cases pretty rare, and pretty expensive. Having a four player group meant that we could pick this up and everyone would get a deck, but the MSRP is $160, and the decks themselves are worth varying prices. As such, the argument persisted past the release date, as to how it would be fair to pick who gets what, and what each deck is actually worth. You can see the full product list here along with the going rates for each, and see what I’m talking about. Not only is Kaalia worth more as a card, her deck has more expensive cards in it than the others. Freyalise ends up being the second most valuable though Meren isn’t far off. Derevi however, doesn’t even hit $50 worth of card value. It was a difficult thing to divy up, but then something magical (pun intended) happened.

When we were discussing our meet time for the past week, it turns out that one of our members said that he had a surprise for us, so he was really pushing for our fourth to make it. Everyone showed up and it was revealed that he had in fact picked up the Anthology. It turned out though, that he only had to pay $120 for it, as someone at a shop was willing to sell it cheaper for cash money. Score! Access to the product for less cost seemed to put everyone in a good mood, and we were able to amicably decide how to split up the box.

There are the four decks that come in their own thematic boxes, 4 spinner life counters that could come in handy, though we typically use an app on one of the guy’s iPad. Of the decks that are in the box, I was most interested in Kaalia, followed by Freyalise. Two other players also wanted Kaalia, and one other wanted Freyalise and Meren. The last guy didn’t care at all, and we ended up giving him first pick. Due to the price cut, it was agreed upon that Kaalia would be worth $60, and the others worth $30 each. I only brought $30 with me, and that seemed to be all anyone else wanted to spend, so the guy who picked the box up stuck with Kaalia, and our less picky player picked out Darevi. Myself and the last remaining player both wanted Freyalise, but I convinced him that he should pick Meren because he actually wanted the deck and to let me have Freyalise and that’s how it ended up.

We broke into the decks and played one very long game (that was interrupted plenty) that I ended up winning with the Elvish tribal deck. It was fun, and I’m looking forward to taking some of its pieces to put into my other mono-green deck, where I can already see a better commander and some other additions for a straight up elvish tribal deck. We all agreed again before the end of the night that it would be cool to pick up another box for the same price and let everyone get another deck, and I agreed to be the larger purchase this time around, so soon I will have a Kaalia that will be taken apart to use in other ways, but just having her in my Angel/Demon deck will be sweet. I feel that most of her pieces will be well used.

Overall I think the product is great if you either want an instant collection of four decks for yourself, or if you have a dedicated group that wants to get into Commander. Even at $160 it’s a pretty good value, but if you can find a deal it’s even sweeter!

The War Report: Metamorphosis 2.0

The title of this week’s War Report is brought to you by this article over on “the mothership” as it’s been affectionately called. It’s a look at the future of Magic, along with some of the observations made by the design team. Very insightful, and a good read for those of you who happen to be interested in the game. The main focal points of this article point to changes in the way the release schedule works, but doesn’t rock the boat too much:

  • There will be 4 releases per year, but 2 block sets are gone. We’ll get three big releases per year. The additional set will be a revised core set (50/50 reprints/new cards).
  • Planeswalker appearances will be toned down.
  • Less Masterpiece series — the next set will not have them.

I’ve also borrowed this title because there has been a shifting of the sands within my own playgroup, and a wider net has been cast in our hopes to keep things fresh. Magic has been around for a long time, and the 25th anniversary is here bringing with it the promise of a return to a familiar schedule, re-visitation of old worlds and several interesting products. The full announcement can be viewed here, but the main gist of things I will attempt to abbreviate cut and paste here:

September 20, 2017 Ixalan releases September 29 and features Pirate Vraska battling Dinosaurs?!
November 10, 2017 Duel Decks: Merfolk vs. Goblins releases Novemeber 10, 2017.
November 10, 2017 The Art of Magic: the GatheringIxalan releases November 10, 2017.
November 17, 2017 Iconic Masters releases. Exclusive preview at HASCON.
November 24, 2017 Explorers of Ixalan is an out-of-the-box multiplayer experience that releases November 24, 2017.
November 24, 2017 From the Vault: Transform releases November 24, 2017 featuring fifteen transforming cards.
December 8, 2017 Unstable releases, a new silver-bordered set release on December 8, 2017.
January 19, 2018 Rivals of Ixalan, the second set of the Ixalan block releases.
March 16, 2018 Masters 25 releases, a 25th anniversary–edition Masters set.
April 28, 2018 (Return to) Dominaria releases April 28, 2018.
June 20, 2018 Core Sets return on June 20, 2018.

Honestly, there are some cool things going on here. We just recently saw the release of the Commander Anthology that brought back some of the strong commanders from past years, and there have already been leaks for the upcoming Commander 2017 sets. There’s a tribal theme going on as well, because the forthcoming Duel Deck release features two of the most iconic tribes that haven’t really been represented in the official WotC commander decks — it’s likely there will be some cards worth looting from that pack. We don’t know a bunch about Ixalan, but there’s dinosaurs n’ stuff… should be interesting to say the least.

So my playgroup has had a shifting 4th member for the past few weeks, and it seems that he is a pretty good player and being everyone else’s prior friend means he melded right in. The only draw back is that he apparently has plenty of cards in his collection, but hasn’t had the time to put together an EDH deck so he’s been playing ours. This is fine, but typically one wants to know the ins and outs of a deck before playing it competitively. I say competitively loosely, because we probably aren’t rocking tournament ready decks but we love kicking the shit out of each other nonetheless. Despite that lone drawback, it has been fun playing 4-player games, and we have all found additional weaknesses to our decks, particularly in the mana curve department. It seems we have all been playing rather slow, but it has worked out in 3 player games. That extra person makes a big difference with how you play the game, so we have all gone back to the drawing board a bit. We’ve also been discussing going to the next pre-release night at the local card store, but also in pitching in on things like the Anthology where we all get something cool but don’t have to buy the whole thing outright. Our group is expanding its horizons a bit and it’s been something I spend a lot of time thinking about. More so than video games most of the time, which is an odd thing. But I digress.

Recently I put together a “fuck you” deck, which is basically built around exploiting the commander’s ability to lock down the board. In practice (only took it for a spin once) I was doing okay, but then got eliminated. I think a few more games will help me determine what help it needs. The problem is that once I play a deck for a couple of weeks I want to build a new one, and the ideas are coming in faster than the money is to pay for this shit. I’m being budget minded and attempting to keep the spending to a minimum but holy shit this is cardboard crack. I’ve already built a deck that I just have to purchase the loose ends for, but also have a couple of other commanders in mind to build towards.

After our last play session, my friend and I were talking about cards that would fit well within my Reaper King deck and he suggested dropping a Sram, Senior Edificer into it. I agreed with him at the time and when I was at home I dug out my copy. It turns out I had two, so I thought to myself that he would make a pretty damn good commander himself. I started doing the research and built out an entire deck centered around artifacts — which also happens to be a great way to play some of the vehicles I have lying around like Heart of Kiran (which I’ve owned for 6 months without finding a use for). The card draw engine is incredible and it’s perfect for a “Voltron” style deck. After putting that one together (on paper) I felt like going mono-colored has some advantages, after having found great success with my Molimo ramp deck and feeling like “Sramtron” looks like so much fun (again, on paper).

I don’t really have much going on with red. Despite using it in both my Angel deck and 5-color Reaper King deck, I’ve stuck with minimal amounts of red. I want to rectify that, because there are some fun looking cards that I have lying around and others that I’d like to own. I thought about going Goblin tribal, but I’m going to wait for the Duel Deck and Commander 2017 releases because I feel like there might be more love thrown their way — even the 25th anniversary masters set is likely to contain some gems. Plus, Gobs are pretty played out from way back when, so I’d like to do something a little more unique with more cards available to me. Dragons are definitely just as played out, and though I’d prefer to play a 2 or 3 colored deck, we already have one of those in the playgroup. Mono-red dragons though, now that could be different. Granted, most of the dragons will be the same most of the time, but knowing the way he plays I should be able to find some different cards to shake things up. I’m thinking a burn sub-theme, but perhaps I’ll find some other tricks as I put it together.

Lastly, I started thinking about mono-black. I don’t know what it is about black, but I want it in all of my decks (and almost have that). Unfortunately many of the more obscure or recently black legendary creatures didn’t really excite me. I also don’t really care about vampires, but it was the next biggest theme in the color outside of zombies and demons. I already have plenty of demons in my angel deck and I have a zombie deck, so those were a no-go. So vampires it is. I think I’m going to go fairly aggro in this deck mainly because you can find various ways to beef up vampires so cheap ones will help out. Black is good at ramping as well, and big finishers like Nightmare can be fun.

Anyway, the state of the game is always changing, but it seems that we are all in it for a long haul. I’m hoping some of our journeys to game shops will expand our group and perhaps create other options for playing, because I tell ya once a week is not enough!

Thoughts on Elder Scrolls Legends

I remember hearing about The Elder Scrolls Legends a while back, and thinking that it was a game I should give a try at some point. At the time, I was sick of Hearthstone and I had tried Magic Duels but didn’t care for it. I also wasn’t back to playing paper Magic just yet, so I was looking for something to scratch that CCG itch without being one of the games I had already tried or lost interest in. There was a beta at some point and the game has been released for a time, but it recently came to Steam which brought it back to my attention. I downloaded the game and gave it a whirl the other night, and despite some similarities to both Hearthstone and Magic, it stands on its own merits in other ways.

You’ll log in and create an account with Bethesda if you don’t already have one. Then you get to pick an avatar from the familiar races of TES lore and set off into the tutorial where the various mechanics of the game will be explained. Like Hearthstone and Magic, creatures have power and toughness and various abilities that trigger depending on circumstances. Some of the names will sound familiar, others will be new in name only having the same effect that you would expect. Like Hearthstone, you will start with one mana and build up another mana each turn. Also like the coin, there is a ring that will provide you 3 charges of one mana (used once a turn), which is actually pretty damn nice. Most of the enter-the-battlefield effects are what you would expect, but I feel like there are more similarities with MTG in this regard; more effects and spells that do interesting things that I didn’t see during my time in Hearthstone (though I’m sure there are plenty of differences between the game I played and what the game is like now).

The major differences that I’ve seen thus far is the ability to upgrade cards which feels more like the RDA’s I’ve talked about recently — though it doesn’t function exactly the same. In Clash Royale, you collect multiple copies of a card to upgrade it for a small in-game currency fee. Here you’ll earn upgrades for card that then change into different versions of that type of card — you’ll have a lizard creature that will change into a version of your choice, either offensive or defensive, for example. Not all cards can be upgraded, and I’m not 100% sure how you earn the upgrades, but it’s a neat idea. Another big difference between this CCG and others I’ve played is the addition of “lanes” and effects those lanes can have. You can play creatures in either of the right or left lanes, but you can only attack creatures in that particular lane. At one point the tutorial shows a “shadow” lane which gives units played in that lane “cover” for a turn, which makes them untargetable. It’s a neat idea as well, and I assume there will be other cards that will affect those lane rules but I have yet to see that. One of the coolest differences (and something I wish existed in MTG!) is the runes that surround your character. Each time you lose 5 life a rune breaks and you draw a card. In some circumstances, the card you draw can even be played for free!

A story is present through the tutorial battles and is apparently something that was recently added to the game, where you can continue this story and play against AI while leveling your account. It’s a good idea to play single player modes to learn all of the mechanics and perhaps earn some cards along the way. Deckbuilding seems straightforward enough, but it more like Magic because you can have a larger deck than the traditional limit of 50 if you so choose. No more having to cut that awesome card, just go over on your deck size!

The store is set up similarly to the other digital CCGs I’ve played. There is a core set and an expansion for the Brotherhood was recently released. You can buy packs for in-game gold or dump a little real money into the game, which I have yet to do but might if I become a little more invested. Prices seem reasonable. Overall I think it’s a very well done CCG and a great answer if you are like me and got sick of what else is already on the market. You can play for free so if this genre is up your alley I’d give it a shot!