Tuesday, May 10, 2016

Shadows Over Innistrad Standard: Jund (Video)



Hey Everyone! Josh here after a very long absence with a new video series. Today, we will be playing SOI Standard with a a Jund deck I have been playing for the last two or so weeks. I'm really excited to share this deck with all of you, so let's dive in to the list and then we'll get into a few games to see it in action!

Jund:
2x Fiery Impulse
2x Transgress the Mind
3x Ultimate Price
2x Den Protector
3x Painful Truths
1x Infinite Obliteration
3x Ruinous Path
2x Radiant Flames
2x Nissa, Vastwood Seer
3x Kolaghan's Command
2x Kalitas, Traitor of Ghet
1x Languish
2x Arlinn Kord
4x Goblin Dark-Dwellers
1x Chandra, Flamecaller
3x Cinder Glade
2x Evolving Wilds
4x Foreboding Ruins
3x Forest
4x Hissing Quagmire
3x Mountain
4x Smoldering Marsh
4x Swamp

Sideboard:
3x Duress
1x Transgress the Mind
2x Grasp of Darkness
1x Pick the Brain
1x To the Slaughter
1x Virulent Plague
2x Infinite Obliteration
1x Crumble to Dust
1x Clip Wings
1x Naturalize
1x Seasons Past

I'll discuss a lot of the card choices in this first video, which is  a deck tech for this list. Then, we'll play 3 matches of standard. Luckily, we got to play against 3 vastly different decks to give us a good idea of how this deck operates against Aggro, Midrange, and Control.


Round 1


Round 2


Round 3


Thank you all for watching, I'll try not to make it nearly a year before I post a video series again :) 

Happy Battles,
Feel the Bern,
Josh

Friday, May 6, 2016

All Aboard the Hype Longboat

I recently got a chance to play Blood Rage, the most hyped board game since the vikings invaded Europe.  Which was their version of a board game.  Hype often does as much to tarnish a game as it does to promote it.  I was concerned about that factor when the lid came off.  Well the hype is real and Blood Rage absolutely lives up to it's reputation.
Blood Rage's theme is right up my alley.  Vikings engaging in glorious battle to see who can pillage the most loot and send the most worthy warriors to Valhalla.  Oh and Ragnarok is here.  So there's the whole fire from the sky, end of the world thing going on.  Your job is to get the most glory before Ragnarok is over with.blood-rage-setup
This game is stunning to look at.  The quantity and quality of minis is excellent, which is to be expected being produced by Cool Mini Or Not.  But they raised the bar on this one.  Each mini has beautiful sculpting and detail from the lowly warriors to the sea serpent.  The art for the cards, board and player tiles are equally well done and ensure that this is always going to look great on your gaming table.
I was very pleasantly surprised at how easy Blood Rage was to learn.  We sat through about ten minutes of explanation before getting started and there were only a few clarifying questions as gameplay progressed.  The play flowed smoothly with little room for confusion or exploitation of rule loopholes.
blood-rage-minis
Seriously large amount of anger issues in this picture.
I tend to be a bit of a chaotic player and spent a lot of my limited rage early to recruit a sea serpent to my cause.  Much to the chagrin of my friend who was desperately trying to manage two adjacent spots on the board.  My serpent hanging out on the coast affected both.  I did a terrible job of managing my rage, which is the main resource used to fuel the game.  I was typically undermanned in skirmishes which isn't all bad.  Warriors who go to Valhalla before Ragnarok are worth points and one turn I managed to complete a quest involving dead guys which helped me a little.  pic2342686_md
Overall the game is easy to learn and plays quickly and easily.  I never found myself drifting off because I was waiting too long to take a turn.  The game pieces are sturdy and attractive and work very well for their intended purpose.  Each clan has a set of colored disks that snap on to the bottom of their base for easy identification.  These sets include two larger disks for the monsterous creatures you can recruit.  Not only do these bases snap on and stay on, they snap off very easily and with no damage to the minis.  I was very impressed with the craftsmanship.
I think you can tell that I like the game and you would be right.  This gets two thumbs way up and quickly catapulted to the top of my want list.  Considering the amount and quality of minis included in the box a price tag of $79.99 is really quite reasonable.  Remember to support your Friendly Local Game Store.  Amazon might save you a few bucks but you can't go play games in their warehouse.  Keep your eye on this one.  It's going to be a classic.

Ghost Hunting by Lantern-light

We have a camping tradition.  Every trip we try to find a game to play after dark by the light of a couple camping lanterns.  Some games work really well for this.  Betrayal at the House on the Hill makes for an excellent, spooky hour of woodsy gaming.  Typically anything in the horror genre works in the near total blackness of a camp in the woods.  Of course it helps when you have a quality game that has the right theme.  This is the case with Mysterium.
Mysterium, from Asmodeepic2601683_md, surprised me.  I had heard good things about it, but had never really had the chance to get a detailed review.  So when it got laid out between our lamps I was excited to see what people saw that made them tell me it was good.  It is a little hard to put into words to be honest.  IT holds the usual hallmarks of a good game.  It's easy to learn, plays pretty quickly, and leaves you wanting another play through.  This really made me want another play through.  I think we played six games.  Usually a good game gets two or three before we decide to leave the table for the lazy warmth of our campfire.  Mysterium found me scrambling to revive the fire two or three times because I was so engrossed.
The best analogy I have been able to come up with is that Mysterium is a marriage of Clue and Dixit.  IF you haven't played one or both that won't make much sense.  One player is a ghost who was murdered.  The other players are psychics who have been contacted by the ghost to help solve their murder.  The ghost can only communicate through abstract images and faint knocks.  Our ghost only has access to a limited number of images.  The psychics have to try to interpret the images given to them to identify a person, room, and weapon.  Once all the psychics have their set of clues identified everyone votes on who they think the culprit was based on another series of visual clues from the ghost.
pic2601861_md
Player pawns.  These look even better in person.

IMG_0196[1]
Our spooky setup
The game is tremendously mentally engaging.  As a psychic you must compare an image to a field of people in the first round, rooms in the second, and finally what weapon was used.  Psychics can converse among each other and assist each other in interpreting their image.  You get seven turns to discern everyone's three clues.   The game is pretty co-operative and I had a couple instances where I was either thinking the wrong thing and others helped steered me right.  I had just as many times where everyone thought I should guess one one and I took a gut-feeling flier and was right.  It's a neat feeling to get it right regardless how you get to your decision.  There's a little click in your brain and you feel confident and smart.
I played one game as the ghost.  Being the ghost is very difficult; far more difficult than being a psychic.  You get seven cards to use for your clues.  They are frustratingly abstract most of the time.  But it's what I always call a good kind of frustration.  It makes you want to do it again because it feels like next time you will do better.  Like so many video games I played as a kid it made me feel like I knew I was good enough to do this rather than I'm not good enough so I'll quit.
We played six games over the weekend.  We won zero of them.  But again, we felt like we were good enough to get one right and wanted to play more.  That, to me, is the mark of a great game.  I'm ready for my next game.

International Tabletop Day 2016

Saturday, April 30.  International Tabletop Day.  I am entrenched in my usual weekend location, Phoenix Fire Games in Meridian Idaho.  The store is well stocked with games ranging from old and grizzled to pre-kickstarter beta tests and there are events running from open to close.  Since I happen to be here I thought I would share my experiences with you.
Game 1: Pass-A-Fist
IMG_0210[1]Pass-A-Fist is a casual, party style card game that is still in development and slated to hit Kickstarter in February.  Created locally by guys I really enjoyed chatting with, Russ and Mingo, have the same wry sense of humor I do and they did a great job of infusing their game with it.  The version I played was still in beta mode and didn't have the final art; though,  to be honest, I enjoyed the game enough that I didn't really notice.  I ended up getting knocked out while being a human shield for my boss.  Gotta kiss up somehow right?  To show his gratitude he was quickly K.O.ed by a paper cut.  I really liked the simple and solid core gameplay.  I was reminded somewhat of Superfight but I would much rather play Pass-A-Fist.  It's got a much lighter, enjoyable, argument free feel to it.  I will be watching the kickstarter on this one.
Game 2: Onitama
I always have trouble drawing comparisons with abstract games like Onitama.  It always IMG_0205[1]seems to default to chess.  Well.  Onitama is a little like chess.  Each player has 5 pawns, one is the big-daddy pawn and moving into an opposing pawn's square captures that pawn.  Don't write it off immediately if you aren't a chess player.  Rather than each pawn having a move there is a deck of cards with move templates printed on them.  Each player gets two at the start of the game and then a fifth is dealt out.  Once a player uses a move on his card he passes it to his opponent and takes whichever one is in the middle.  It's a nice looking, quick, thoughtful game.  I liked scanning the board for potential moves and danger zones, but I don't seem to be very good at it.  I got wrecked. Twice.  The box gets a big thumbs up for managing it's space extremely well, unlike some other games out there.  I'm looking at you Splendor.  If you enjoy games like Mod-X or Abalone (sigh, or chess) you will want to give Onitama a look.
Game 3: Snow Tails
IMG_0206[1]I'm going to get fired for this, but I don't like this game.  I'm not a fan of racing for the most part and unless it has some wacky theme like Hot Rod Creeps or Camel Up I get bored easily.  To me it's math the game.  As the movement rules were explained to me my brain started wandering when it recognized an algebra problem and ran for cover.  If you've played Formula D you've played Snow Tails.  Same game but this is doggie drag racing.  But it does have dogs in it.  I probably would have enjoyed the game more if the rules had been a little more clear.  We struggled with what moves along the track were legal and which were abusive.  I also think it would have been more fun if we had been a little more reckless.  Corners have speeds assigned to them and if you take the corner at a higher than printed speed you take damage.  Both of us were playing pretty safe.  We were also playing with only two players on a track that had no obstacles aside from the walls.  I think more things and players to have to dodge, or crash into,  would increase the entertainment factor.

Once again International Tabletop Day in the Treasure Valley was a fun, sucessful day that saw people unplugging from their electronics to sit in the presence of others and have some fun.  Everyone I talked to was enjoying themselves and the energy in the store was overwhelmingly positive.  If you missed it this year keep your eye out for next year to get in on all the opportunities it offers to enjoy yourself.

Thursday, January 14, 2016

Oath of the Gatewatch Prerelease Primer




The time has finally come for the Oath of the Gatewatch Prerelease. I for one, am very excited to play some limited again as I have been unable to due to relearning constructed over the last three months. As with every set that has come out in the last year I bring you a (very long, comprehensive) prerelease primer geared towards mastering this limited format before you even touch a card from the new set. Before we dive in, I would like to encourage you all to research the set for yourself, before Saturday, using this article as notes to confirm these things for yourself. I owe a lot of my prerelease and early limited success to the work I put in to these articles and feel as though you can have the same results if you take some time to look into removal density and power of the creatures in a set. If you don’t have time to look at everything, this article should serve great purpose as it will include pretty much everything you need to know going in to this very exciting weekend. (I apologize for the long image lists. Our blog tool is not being very friendly today...)

I’d like to start off by talking about the strengths and any weaknesses of each color, starting with the newest addition to the color pie, Wastes. 

I found some staggering data when it came to Wastes as well as the generic colorless cards. One point that stood out in a big way for me was the rarity of these cards and the power level they have. There are a whopping zero cards at common with Wastes in their casting cost with only three in the uncommon slot. This means that all of the other cards that require Waste mana to hit the battlefield come in at rare. This leads me to believe the mana for these colors will be scarce and that the Waste cards, while powerful, will have only a minor role in limited play. I mention this as I fear newer players will look at their pool, see two powerful rare cards with Waste in the casting cost, and instantly begin looking at Wastes as a legitimate color and will end up playing cards in other colors that are subpar. In a situation like this, I would look to splashing Wastes as a third color, as we have all seen done with some of the powerful Naya Ally decks you were bound to see in BFZ limited as you are able to play a strong two color deck with the added benefit of being able to cast at least one obscene bomb as a splash. There is really only one removal spell that has my attention, Spatial Contortion. I have played limited with Nameless Inversion and it is a truly great Magic card. The casting cost is prohibitive but that doesn’t take away this cards power when you are able to cast it, as you can find value with this card at any stage of the game. With that, I’d like to leave you with what I view the three strongest bombs in this color are.





Next, we’ll move back to the realm of the traditional color pie, starting with White.  White is very balanced with its keyword mechanics in Oath of the Gatewatch. Support and Cohort are the two mechanics White dabbles in with each making an appearance three times on a common or uncommon. I really like both of these mechanics working together in the same deck as far as an ideal build goes though only one of the three support cards is an Ally in Relief Captain, which conveniently, is the best of the non-rare support cards. White can play defense quite well as there are a number of creatures that come down early with 4-6 toughness in OGW. There are a total of three removal spells in White that aren’t rare and all of them are very playable. Paired with cards like Roil’s Retribution, Stasis Snare, and Gideon’s Reproach and White has all of the tools to play to the early or late game depending on what color you pair it with. I, personally, don’t feel that White is the best color of OGW but it is certainly one I would be happy to play at the prerelease with the right pool. Here are the cards I feel to be most powerful at common or uncommon in no particular order.







On to Blue, which is still on the colorless matters train with a whopping eight cards that have the Devoid keyword. I feel as though this is almost wasted in this set though as there really aren’t any big payoff cards to going deep in the colorless strategy anymore. We get a third of our packs from BFZ where the payoffs reside which leads me to believe we will see less of a push towards the Devoid style decks. Surge also makes an appearance in blue with four cards that utilize this new keyword. Surge gives you the ability to cast a card for less mana and generally get an additional effect out of casting it for the Surge cost with the only downside coming in that you or a teammate has had to cast another spell in the same turn. This mechanic is a little underwhelming to me and has caused me to look for the value of the card at face value whether than with the hope of getting some sweet bonuses. Unity of Purpose is the sole card rocking the Support keyword and is a very strong trick you must be aware of when facing down a Blue mage this weekend. There are a lot of great tempo spells including my favorite card from this color for limited, Sweep Away. The removal and tempo along with all of the great flyers blue will now have access to leads me to believe that this will be the best or second best color only to Black. Here are the cards I feel will make an impact on limited out of Blue.







The next color in the pie is one that I am very excited to play with this weekend. I feel as though Black may be the best color out of this set for limited which excites me as it is generally one that is relegated to the “good support role” and really hasn’t had a chance to shine as a dominant force. That all can change as there are a total of four very good removal spells at common and uncommon and an additional spell that still has me scratching my head, the black Pacifism, Visions of Brutality. Add this excellent removal with the premium spells like Grasp of Darkness found in BFZ and we have a removal suite that no one could blame you for drooling over. Almost as exciting as the removal Black gets in Oath of the Gatewatch are the creatures that showed up. I have always had a tendency to lean towards the BW life-gain deck in BFZ limited and that deck gets significantly better with gems like Malakir Soothsayer waiting to fuel the ultimate advantage machine. Cohort makes an appearance in Black which is great as the BW deck tends to have an allies matter subtheme. I’m most excited to pair black with blue though as there are so many tempo and removal spells that landing just one to two powerful creatures a game can spell defeat for an opponent when coupled with these insane removal oriented spells. I’ll leave off on Black with what I feel are the cards most poised to make an impact on the new limited format.






It’s time for us to take a look at Red which I have several concerns about as far as the validity of the color goes. Red has a total of five keywords that appear in the non-rare slots. These vary from Surge, to Cohort, to Devoid, Landfall, and even Support. This is a lot of Mechanics to slap together and form a cohesive deck. This leads me to believe that the RG landfall deck will get some benefit from OGW as will the RW Allies deck but the additions are few and both color combinations were mediocre in BFZ which leads me to believe red will be a bust in OGW. The removal is scarce and pretty bad and there aren’t any creatures that scream “I’M BROKEN PLAY ME!” That isn’t to say it is all bad, most of the cards you want to put you in red are at the rare slot as is a majority of the removal and all of the rare cards are pretty great. You will definitely want a high density of these rare cards before looking for these support pieces to get your deck going.







Onto the last color (in multiple ways) of the pie, Green. Green doesn’t stand out as a great color to me in OGW which is frustrating considering it was easily the weakest color in Battle for Zendikar as well. Green received basically no removal in this set. Nissa’s Judgement is great but being the only real removal at uncommon and sorcery speed there isn’t too much going on with this one. There is also a card that could be pseudo removal except it has too many things that can go wrong, looking at you Elemental Uprising. As always, Green does have a few very large creatures and even cleans up some of its weakness to fliers by adding several creatures with reach including an old favorite, Netcaster Spider. Even with these improvements, Green looks to be a disappointment that would take multiples of the cards I’ll be listing below for me to even consider playing this color.








I would like to briefly touch on the impact a few of the multi-colored cards may have on the format. Multi-Colored cards should be approached the same as in Battle for Zendikar in that you should only be playing these if you are already in the color combination, unless you open Skyrider Elf then just jam that in whatever and proceed to ball-so-hard. With that in mind I would like to list my five favorite multi-colored cards that will give these archetypes a huge boost of strength.






I would like to move on to the ten different color combinations to discuss what Oath of the Gatewatch will bring to the table. I’ll mention what the decks will be looking to accomplish as well as 2-3 key cards for the archetype. I have found this to be the most beneficial way to find what I am looking for when opening a new set in sealed for the first time.  Let’s dive in!

BW: Black White had an interesting role in Battle for Zendikar limited. I mentioned it was one of my favorite decks to draft and I have a feeling it will be in OGW as well. The deck looks to stabilize the board from the get go and does a great job of this with cards like Fortified Rampart, Stone Haven Medic, and the new addition of Wall of Resurgence. After we have the ground held down it is all about putting the pressure on which can be done with any of the following: Malakir Familiar, Bloodbond Vampire, Kalastria Nightwatch, or Malakir Soothsayer. These are just the goodies in black for goodness sake! This deck has some very long legs and is a great archetype to find yourself in. Here are three of my favorites for this deck.




 UB: Blue Black has been a great limited deck all throughout Battle for Zendikar and it only gains steam going forward. The deck keeps to the same game plan of gaining tempo on your opponent while jamming fliers down their throat until their life total hits 0 only now it has even better tools to achieve this goal. Cards like Sweep Away when combined with the all-star Clutch of Currents makes for a very difficult time attacking or blocking and the suite of fliers seems to have doubled. Black also gets some lovely low cost removal which means it can always have a trick. I think this is one of the top four archetypes to get your hands on this weekend and am hopeful building this deck will lead you to a fun filled weekend of winning. This is certainly what I will be looking to play this weekend. My top three cards for the deck are:




GB:  Sadly, Green Black was always a lackluster deck and required way too many things to go right for things to actually pan out. I don’t think that really changes in OGW as there really aren’t a lot of cards that incentivize you to willingly sac all of your creatures. There are a few cool things that can happen if this is your base color such as the infinite combo of Eldrazi Displacer, Zulaport Cutthroat, and Brood Hunter. This is a very difficult combo to open, however, and will rarely be your reason for going to this color combination. These are the high impact cards I would be wanting to play if I were forced into GB.



 RB: For a short stint of BFZ limited, RB was the best kept secret with a ton of great creatures with the Devoid keyword, and Swarm Surge to obliterate opponents. Now that the cat is out of the bag, we expected big things to come from OGW for this archetype and while it delivered, I feel as though the power level has actually dropped, since it was all BFZ in the format. I believe that Havoc Sower will be the big winner from OGW as it is very potent in the late game, even without Swarm Surge. Most of the cards you will be wanting in this deck come from BFZ which will make it difficult to assemble the same deck. I believe the deck will still be very strong, but much harder to assemble. This gives me the feeling that the deck will be strong, but still weaker than its previous iteration. These are the cards I would be looking for to play this deck.




GW: Green White was the biggest let down out of Battle for Zendikar. There was never really a cohesive deck and every build was different, with different goals due to this. Eventually, the deck seemed to fade out of the limited scene. I think that Green White has finally “found itself” with the addition of the Support mechanic. These colors have a moderate density of the cards and plenty of good bodies for all of the counters that Support generates. I’m honestly not sure it will stand up to a lot of the other powerful archetypes but, I can at least take solace in knowing that my favorite color combination at least has a deck it can slap its name on. These are the cards I would be looking for if I wanted to play GW.




UW: Blue White fliers has always been a top contender in limited and this block appears to be no different. UW skies was a great deck to be on in Battle for Zendikar ,since you had access to cards like Eldrazi Skyspawner, Courier Griffin, and Clutch of Currents. The prowess of this deck continues to grow with Oath of the Gatewatch as we now have cards like Cyclone Sire, Expedition Raptor, and Steppe Glider. Support will be great in this archetype, and only gets better if you are able to throw a Steppe Glider into the mix. These are the cards I would be looking for in my UW deck.




RW: From what I can recall, RW allies was a deck a lot of players were excited about for limited when BFZ first dropped. That opinion changed quickly as a lot of people found the aggressive deck couldn’t quite stand up to the decks with a good late game. Cohort is a mechanic that might just change all of that. One of Red White’s great weaknesses was the inability to push a few points of damage through to close out games.  With the addition of Zada’s Commando, you will have the opportunity to close out games and have a better early game. A 2/1 with first strike for two mana is no joke. This is one of the cards that will easily play the biggest role in this newly invigorated deck. These are three of the cards I would be looking for in RW.




UR: The boogeyman of Zendikar has lost its throne. Once the best deck of Battle for Zendikar, this deck loses a lot of its power due to most cards that are high impact residing in BFZ. While a few may show up, there isn’t much to pair with the old UR decks in OGW. I still think the deck is good but not at the top of the food chain as it was. Most of the payoff resides in BFZ but there are a few goodies sprinkled in via OGW. These are the cards I would be looking for to consider this as my deck for battle this weekend.




RG: The landfall deck is always one that resided with me as one I would rather be playing during a sealed event than a draft. This appears to remain true in OGW and has even added a few great cards to its roster that I think could position this deck right at the top of the food chain. I’m talking of course about the two card cycle Embodiment of (insert awesome name here). The Embodiment of both Fury and Insight are forces to be reckoned with. I was pleasantly surprised by these two gems as they create advantage that is unmatched by any other two card combination in either set. If you curve from Embodiment of Fury to Embodiment of Insight there is a very good chance that you just win that game as long as you have a land to follow up with on turn six. Its shortcoming is in its lack of removal but sometimes, with cards like these that never comes into play. These are the cards I would be excited to be playing in a RG Landfall deck this weekend.




UG: Blue Green was an archetype that was hardly played due to the difference in game plans. Blue was able to provide tempo and a few evasive threats but there wasn’t much in the four slot that you actually wanted to play. Sadly, the deck doesn’t gain much traction in OGW though the payoff card, Void Grafter, is quite good. I don’t think that there is enough removal to efficiently build this deck and I am leery of drafting it as well. If I were to play this deck I would look to go into a third color and have these cards at my disposal:




In conclusion, I would like to thank all of you for reading this and once again encourage you to spend some time finding out the details of your favorite colors, the removal, threats, and support cards to make sure I didn’t miss anything in this novel. I am quite confident that if you do, you will find a bounty of prize packs waiting to be had. This set looks like a blast to add in with Battle for Zendikar in limited and I truly cannot wait to play it for myself. I’d love to hear about your findings in limited for this set so please, drop a comment and let me know what your favorite additions to this limited format are.

Happy Battles,
Josh