Showing posts with label Magic: The Gathering. Show all posts
Showing posts with label Magic: The Gathering. Show all posts

Friday, October 10, 2025

MagicMania 2025

Greetings, Fellow Spell-Flingers!

My relationship with Magic: The Gathering is a long and storied one. Circa 1994 I went to a gaming event at Dalhousie University here in Halifax, saw that everyone was playing this weird new card game, picked up a few starter decks, tried it...and then immediately started buying booster packs like a rat on cocaine.

Notwithstanding the fact that I'd missed out on the previous editions and - in turn - failed to nab the legendary Power Nine, I'm still glad that I got into the game when I did. I was pretty much familiar with every single card in print, so whenever my opponent played something, l knew exactly what it did and how to deal with it. Even if I didn't, the text on those Revised cards was so clear and concise it was easy to adjudicate.

Nowadays, whenever my opponent tables a card I gotta sit there and blink for a few minutes as they rhyme off a dense wall of game text to me, lock in an interpretation of how it works and then puzzle out what my response needs to be. 

Sadly, the clarity and modest power levels of those early cards were soon muddied by a virtual conveyor belt of mediocre expansion sets, such as Fallen Empires, Ice Age, Homelands, Mirage and Visions. Between the one-two financial punch that was Magic and Decipher's Star Wars Collectible Card Game, I eventually grew tired frittering away my bi-weekly paycheck and started to move on to the relative "one-and-done" simplicity of board games like Catan

Occasionally I'd poke my nose back in to check out a new, heavily-promoted Core Set. However, if I had my time back, I would have eschewed these dalliances, since those glorified reprints are now barely worth the cardboard they're printed on. Instead I would have picked up the a few expansion set boosters here and there. Hindsight is 20/20 if only because a random Urza's Saga pack I bought on a whim back in 1998 netted me a Gaia's Cradle...which I recently hawked for $1100.00. Jezis. 

By the mid-2000's, the game had become waaaaay too vast and impenetrable for my taste, so I moved on to simpler fare. I returned briefly when Plansewalkers became a thing circa 2007, but otherwise board games occupied the lion's share of my time. So much so that the super-successful introduction of Commander play back in 2011 was barely a blip on my radar. 

So what pulled me back in? Well, I hate to be that guy, but it was totally "Universes Beyond"...namely the "Forgotten Realms" D&D set from July of 2021, followed by "Baldur's Gate" a year later and *sigh* "Journeys in Middle Earth" a year after that.

Why was this so alluring to me? Well, it's because Dominaria, Ravnica, Innistrad and Magic: The Gathering's other realms has always felt like Middle Earth or a D&D campaign setting with the serial numbers filed off. It's the same reason I've always turned up my nose at Fantasy Flight's Terrinoth - it just feels like a pale imitation of the more immersive, fleshed-out fantasy realms that I've come to know and love. 

I know hardcore Magic nerds (who justifiably love the original lore of their favorite game) are gonna hate me for this but, IMHO, only now has the game reached its final form as the legitimate child of Dungeons & Dragons and the grandchild of Lord of the Rings. I just wish it had happened back in 1995 before power creep and overly-confusing mechanics started to erode the game's inherent elegance.

Side note: as someone who's been there since the mid-90's, I completely understand the pain that Magic fans are currently feeling as Lizards of the Toast claws increasingly disparate  IP's into the mix. I'm positively baffled by the inclusion of such unrelated properties as Doctor Who, Spider-Man and next year's Star Trek. At least the sets I collected are fantasy related and didn't shoe-horn sonic screwdrivers, overdue rent and phasers into the mix.   

So, yes, I ended up obsessively collecting "Forgotten Realms", "Baldur's Gate" and "Middle Earth." And, even though I still think that Commander format - with it's obligatory card slot inclusions for Mana ramp, multiple wincons and board wipes - is vastly over-rated, I ended up buying all four of the Forgotten Realms decks. 

Given how thematic that set's cards generally were, the matching Commander Decks kinda disappointed me. Beyond the exclusive cards, it was clear that zero effort was put into customizing the reprints with D&D-specific art. Sadly, that led me to ignore the Baldur's Gate Commander Decks...resulting in a big 'ol bowl of regretti spaghetti now that all four of them are expensive AF.  

After delving into Journeys in Middle Earth, I noticed that WOTC had put considerably more effort into customizing the Commander Decks reprints with gloriously evocative Tolkien-appropriate art, so I decided to pick those up recently.

After cobbling together two more entirely original Commander Decks, I was left with the following:

(1) Aura of Courage 

Commander: Galea - Kindler of Hope

Lightly augmented Voltron deck. Basically hard-to-kill creatures loaded up with Auras and Equipment.

(2) Draconic Rage

Commander: Tiamat (replacing Vrondiss - Rage of Ancients)

Heavily-augmented rainbow Dragon deck. Basically a metric shit-ton of heavy hitting flyers. 

(3) Dungeons of Death

Commander: Sefris of the Hidden Ways

Moderately-augmented deck designed to plow through dungeons and juice the benefits of every chamber explored.

(4) Planar Portal

Commander: Prosper, Tome-Bound

Lightly augmented "play from Exile" deck.  

***

Then I made two decks based on Baldur's Gate characters. They are:

(5) Lae'zel's Legions

Commander: Lae'zel, Vlaakith's Champion. Background: Inspiring Leader

This one is chock-a-block with buffed-up Creature Tokens.

(6) Critical Hit!

Commander: Wyll, Blade of Frontiers

Optimally roll every possible polyhedral dice on the planet to annoy the bejesus out of your opponent. Basically it's revenge for every D&D sesh I've ever played where my average d20 roll is a "12."

***

And then there's the four LOTR's decks. None of these have been altered...yet. They are:

(7) Riders of Rohan 

Commander: Eowyn, Shieldmaiden

Flood the zone with a relentless conveyor belt of swole Creature Tokens. 

(8) Food and Fellowship

(Co)Commanders: Frodo, Adventurous Hobbit and Samwise, Loyal Attendant


Produce a metric crap ton of Food which you'll use for a variety of different exploits. 

(9) Elven Council

Commander: Galadriel, Elven-Queen

The same description of "Food and Fellowship" except replace "Food" with "Elves." Oh, you can also apparently vote on stuff for some weird reason. 

(10) The Hosts of Mordor

Commander: Sauron, Lord of the Rings

Make the world's largest Orc army and bring shit back from the dead. 'Nuff said.

***

Soooo, what to do with all these new Commander Decks? Why, you do a mini tournament, 'natch!

ROUND ONE

Elven Council versus Planar Portal

Turn One

The Council starts first, drawing seven cards but foregoing their draw for turn. They play a Flooded Grove and pass the turn.

Prosper draws seven cards and then once for turn. He then plays a Mountain and ends his turn.

Turn Two

Galadriel draws for turn, plays a Forest, taps both and brings out her Mirror. Turn ends!

Prosper draws a card and then plays Spinerock Knoll, which comes into play tapped. The Land's Hideaway feature activates, so he draws four cards, Exiles Apex of Power and then Buries the rest at the bottom of his Library. Turn complete!  

Turn Three

Galadriel draws a card, plays a Forest, taps it to fuel Flooded Grove, taps that for a Forest / Island then taps the final Forest to cast Erestor of the Council. The turn then ends.

Prosper draws, plays a Swamp, taps it as well as the Knoll for a Rakdos Signet. They can't afford to play Apex of Power, so it goes into perma-Exile. With that, their turn is done.

Turn Four

Galadriel draws, plays an Island and drains their entire Mana pool to bring out Galadriel herself! Erestor of the Council attacks, causing two points of damage and the turn ends.

Prosper draws a card, plays a Mountain and then taps said land to trigger the Signet, producing a Swamp and a Mountain. With another Mountain and Swamp they play Gonti, Lord of Luxury. Among the four cards revealed, he exiles Genesis Wave and then randomly places the other three at the bottom of the deck. 

Turn Five

Galadriel draws, plays an Exotic Orchard and casts Opt with an Island. They reveal a Forest, bury it and then draw a card. Since Gonti has Deathtouch, she holds off on an attack and passes the turn. 

Prosper draws for turn, tables a Mountain then plays Prosper himself! He then taps the Signet to get enough Mana to cast Dead Man's Chest on Galadriel! Gonti attacks and is let through for two points. Prosper then Exiles a Mountain from the top of their deck and ends their turn. 

Turn Six

Galadriel draws, plays a tapped Woodland Stream, then spends five Mana in total to bring out Haldir! Since an Elf entered the battlefield, Galadriel's "vote" ability triggers! She selects Dominion and Prosper picks Guidance. Since this is a tie, she draws a card! Then Erestor's ability gives her a Scrye 1 for the opposite vote. She top decks the card, draws it and then ends the turn.

Prosper draws, plays the Mountain in Exile and produces a Treasure token (1) from this! With five Mana, he casts Meteor Swarm and splits eight points of damage between Haldir and Erestor, killing both! He then attacks with Gonti and deals two points of damage. Finally, Prosper Exiles a random Swamp from the top of their deck and ends their turn. 

Turn Seven

Galadriel draws and plays Vineglimmer Snarl tapped. She casts Beast Within on Prosper, returning him to the Command Zone and putting a 3/3 Beast token into play. She can't do much else, so she passes the turn.

After drawing a Swamp, six Mana is spent to bring Prosper back. The Swamp in Exile enters the battlefield, gaining him another Treasure (2). These two Treasures (plus two other Mana) are spent to play Tectonic Giant. Gonti delivers two more damage, since Galadriel refuses to chump block. After Pontiff of Blight is Exiled by Prosper, his turn ends. 

Turn Eight

Galadriel draws an Arcane Signet and plays it for two Mana. She then activates her Mirror with four Mana. She performs a Scrye 1, top decks the card, draws it and then passes the turn.

Prosper draws a Swashbuckler Extraordinaire. He then casts the Pontiff from Exile for six Mana, gaining a Treasure (1). Next up is Chaos Warp for three Mana (the remaining two plus the new Treasure) but Galadriel casts Heroic Intervention for two and the spell fizzles. He then attacks with the Giant (3/4), Gonti (2/3) and the 3/3 Beast. The Tectonic Giant's first ability causes three direct damage to Galadriel. The Elf Queen blocks the Beast and kills it, but Gonti and the Giant deliver five more points! Prosper then Exiles a Xorn and concludes his turn!

Turn Nine

Rejuvenating Springs enters play tapped. Then Galadriel resolves Learn from the Past for four Mana, reshuffling her own discard pile and drawing a Tranquil Thicket. She then passes the turn.    

Prosper draws, plays a Swamp and then allocates three Mana for the Xorn, which nets him two new Treasures (NOTE: Would Prosper's Treasure acquisition get juiced by the Xorn's special ability after the latter is played from Exile? Lemme know!). He then taps three Swamp to Extort with three of his Creatures, since the Pontiff grants this power to every one of them. Galadriel loses three life and Prosper gains three. For three Mana the Swashbuckler enters play, creating two more Treasures for a total of four. When Gonti, the Pontiff and the Tectonic Giant all attack, the Giant's special ability causes three points of direct damage to the Elf Queen. In response, she plays Galadhrim Ambush, which creates three 1/1 Elves. Galadriel blocks the Giant and kills it while the three Elves swarm Gonti and they all die "thanks" to the Deathtouch. The Pontiff gets through for two points of damage. She's currently at 18 and he's at 41. Before ending his turn, Prosper draws and exiles an Exotic Orchard.

Turn Ten

Galadriel draws, plays a tapped Tranquil Thicket and then activates her Mirror for four Mana. She top-decks the drawn card, picks it up and then brings out Gandalf, Westward Voyager for five Mana! Tapped out, she passes the turn. 

Prosper plays the Exotic Orchard from Exile, gaining yet another two Treasures, bringing him up to six! For one Swamp and one Mountain he casts a Rakdos Charm to destroy the Mirror! Since a spell was cast, he activates the Pontiff, spending three Swamps to Extort with three creatures causing three points of direct damage (she's at 15) and gaining three to reach 44! He then spends five Mana (and one Treasure...supply now at five) to play Genesis Wave from Exile! The three cards drawn are Commune With Lava, a Swamp and an Arcane Signet. The Instant goes into the graveyard and the latter two cards enter the battlefield. He Exiles a Sphere of Annihilation and then ends his turn!

Turn Eleven

Galadriel draws, plays a Forest, drops Seeds of Renewal and retrieves Genesis Wave and the Mirror! She brings back the Mirror for two Mana, taps three to activate it and gets the Devastation Tide into her hands! Since she's tapped out, she passes the turn!

Prosper Draws Grim Bounty and plays it immediately on Galadriel for four Mana! This nets him another two Treasure Tokens (for a total of seven...that Xorn is working overtime!) and then Dead Man's Chest activates! This Exiles four cards: a Forest, Raise the Palisade, Trap the Trespassers and Sail into the West! He then casts Sphere of Annihilation from Exile with four Mana, producing another two Treasure and priming the artifact to cause five damage! This lets him tap four Mana to Extort with four creatures, causing four points of damage (she's at 11) and giving Prosper four to total 48! Finally he Exiles Vandalblast and ends his turn!

Turn Twelve

Galadriel draws and then plays Devastation Tide for five Mana, sending all of Prosper's creatures back into his hand and Prosper himself to the Command Zone! Then Galadriel returns with her six remaining Mana! Gandalf attacks, dealing five points of damage, putting Prosper at 43 and ending the turn.

Prosper draws an Eldritch Pact then triggers their Sphere of Annihilation, killing both Galadriel and Gandalf! They then pay eight Mana to bring out Prosper again and an additional three for the Xorn. Next up is tabling Vandalblast from Exile for one Mountain, destroying the Mirror (again!) and generating two more Treasures, three of which are burned to bring out the Swashbuckler. This immediately adds two more Treasures, bringing them back up to six! He then Exiles the Elder Brain and passes the turn!

Turn Thirteen

Galadriel draws, drops a Forest and plays Genesis Wave...tapping out with twelve Mana! Out of what's drawn, Overwhelming Stampede and Heroic Intervention go into the Graveyard while two Forests, an Island and Hinterland Harbor enter the Battlefield. An Elvish Archdruid also appears, but - sadly - there are no Elves to boost. A Mirkwood Elk also drops, but - sadly - there are no Elves in the Graveyard...WHOMP! WHOMP! Lightning Greaves (with its free Equip cost) goes right on the Elk. Thanks to the addition of four new land, she also plays Cultivate and drops a tapped Forest while keeping the Island in hand. Turn ends!

Prosper draws a Commander Sphere. For seven Mana the Elder Brain comes out, earning two more Treasures...bringing the tally up to eight! Then six Mana is used to materialize the Pontiff of Blight. He then pays five Treasures and Extorts with his five Creatures, bringing Galadriel down to six Life. 

Galadriel concedes and Prosper wins!!!

***

I thought that by taking copious notes during the match I wouldn't bork anything up, but I often lost the plot RE: available Mana, various expenditures and the Treasure count. Not that such minutia really matters considering how much Prosper was dominating the match and it's highly unlikely that Galadriel's fortunes would have improved on Turn Thirteen. 

Yes, the Elf Queen suffered through some pretty awful luck (witness the mournful results of that "Hail Mary" Genesis Wave), but clearly the deck needs some work. I think I'm gonna sack this version of Galadriel and sub in more Elf swarm cards, Elf buffs and Scrye stuff in lieu of the cumbersome "voting" element.  

Prior to this match, I couldn't understand why Prosper was so well regarded as a Commander, but now I do! His ability to set aside another cast-able option and generate Treasure from it is kind of amazing!

***

Draconic Rage versus Riders of Rohan

Turn One

Tiamat plays Exotic Orchard and passes the turn.

Eowyn draws then plays an Island and passes the turn. 

Turn Two

Tiamat draws, plays Crucible of the Spirit Dragon, taps the Orchard and adds a Spirit Counter to it.

Eowyn draws, plays a Plains and then brings out Prince Imrahil the Fair. Ends turn.

Turn Three

Tiamat draws, plays a Mountain and then Livaan, Cultist of Tiamat for three Mana and then ends her turn.

Eowyn draws, plays and cracks an Evolving Wilds, finds and flops a tapped Plains and then ends their turn. Since this technically isn't a Draw, Imrahil's ability doesn't pop. Passes turn. 

Turn Four

Tiamat draws, tables a Swamp, taps a Mountain, plays a Sol Ring, taps the Ring and drops  an Arcane Signet. This combined casting cost makes the Cultist 4/3. It attacks, and it's let through. Eowyn takes four points of damage and the turn ends. 

Eowyn draws, plays a Wind Scarred Crag tapped and gains a Life. She then taps three Mana and plays a Commander's Sphere. Imrahil attacks, inflicting two points of damage before concluding their turn. 

Turn Five

Tiamat draws, plays a Forest and then taps seven Mana for Tiamat herself!!! She retrieves five Dragons from the deck...one of each color! With eight cards in hand, she's forced to discard a Mountain. Ends turn.

Eowyn draws then plays Zealous Conscripts, steals Tiamat away and then attacks with her as well as their Haste-y new arrival, causing ten points of damage (the Cultist doesn't block)! Now tapped out, they pass the turn.

Turn Six

Tiamat draws then plays a Black Dragon with seven Mana, reducing the Conscripts by -3/-3 and killing them. She then attacks with Tiamat, causing seven points of (Commander) damage, noting that it's 21 for the early win! Turn concludes.

Eowyn draws and plays her namesake for five Mana. Tapped out, they end their turn.

Turn Seven

Tiamat draws, plays a Wrathful Red Dragon and then attacks with her namesake as well as the Black Dragon for a total of eleven damage! Eowyn is down to 19... 14 of which is Commander Damage! They then spend one Island and one Forest to play Korlessa then pass the turn.

Eowyn draws and plays Throne of the High City. In a desperate move, they bring out Boromir for four Mana. She draws six cards, keeps Denethor, randomly buries the remaining cards at the bottom of the deck and then plays the Stone Seer for two Mana. (NOTE: was this supposed to trigger Imrahil's "second draw" power?) Eowyn produces a pair of 2/2 Knights! Since she now controls six Humans, she draws a card and snags Aragorn, King of Gondor! Is it a matter of "too little, too late"? Hoping for a miracle, she Scrye's the next two Land Cards to the bottom of the deck! Tapped out, she passes the turn.

Turn Eight

Tiamat draws and then plays Miirym, Sentinel Wyrm for six Mana! Tiamat, the Wrathful Red Dragon and the Black Dragon all attack for a total of sixteen unblockable flying damage. More importantly, this makes for exactly twenty-one Commander Damage...ending the match!

Tiamat wins!

***

What a brutal shit-kicking! Clearly if Tiamat can get up to speed quickly, the constant conveyor belt of heavy hitting flyers is just punishing.

How a high-cost rainbow deck managed to ramp quicker than a tri-color Human swarm deck is beyond me. I think luck played a pretty heavy role here. Eowyn is actually a really good Commander, but even if I'd gotten her out earlier it wouldn't have made much of a  difference against one sortie after another of heavy bombers. 

***

Lae'zel's Legions versus Dungeons of Death

Turn One

Lae'zel only draws one land, so she opts to mulligan. Now content with her hand, so she plays a Plains and then passes the turn.

Sefris draws, plays a Command Tower, drops a Sol Ring and then ends their turn.

Turn Two

Lae'zel draws, plays a Swamp, taps both lands for a Horn of Valhalla and then ends their turn,

Sefris draws, plays a Swamp and then brings out the Ravenloft Adventurer with four Mana, which gives them the Initiative. This - in  turn - lets them venture into the Undercity, locate a land in their deck (a Plains) and then add it to their hand. Turn ends! 

Turn Three

Lae'zel draws, plays an Island and brings out her namesake for three. She's tapped out, so her turn ends!

Sefris draws. Since she still has the Initiative at the start of her upkeep, she ventures into the Undercity! Sefris then taps three Mana to play...Sefris! She opts to Forge, giving the Adventurer two +1/+1 counters and making them 5/6! The Ravenloft Adventurer attacks and it's let through for five damage. Turn ends! 

Turn Four

Lae'zel draws, reveals a Plains and then plays Inspiring Leader. She then passes the turn.

Sefris draws and tables a Plains. Since she still has the Initiative at the start of her Upkeep, she ventures into the Undercity and decides to Trap, causing five points of damage to Lae'zel! For five Mana, out comes Planar Ally. The Ravenloft Adventurer attacks and it's let through for five damage for a total of fifteen so far. Turn ends! 

Turn Five

Lae'zel draws, plays a Forest and then brings out a Bulette! Virtually tapped out, she passes the turn.

Sefris draws and plays Orzhov Basilica tapped, forcing the return of a Plains to her hand. Still in possession of the Initiative at the start of her Upkeep, she ventures into the Undercity, hits up the Archives and draws a card! Then, for four Mana she casts Utter End, returning Lae'zel to the Command Zone! The Ravenloft Adventurer attacks and it's let through for five damage, totaling twenty so far. Turn ends! 

Turn Six

Lae'zel draws, casts a Priest of Ancient Lore for three Mana, gains a Life, draws a card and then passes the turn.

Sefris draws and plays a Plains. Since she still has the Initiative, she ventures into the Undercity at the start of her upkeep, triggering the final Dungeon chamber: Throne of the Dead Three. A whopping ten cards are revealed from her deck. Out of them she puts a Radiant Solar onto the Battlefield with three (!) +1/+1 counters on it, boosting it up to a 6/9! Upon the Solar's arrival, she Ventures into the Lost Mines of Phandelver, which lets her Scrye 1 at the Cave Entrance. Then both the Planar Ally and the Adventurer attacks! This triggers another Venture and she chooses a Treasure Token! The Priest chump blocks the Adventurer and dies, going into Exile instead. This activates the Bulette, which gets a +1/+1 token (NOTE: this only happens on the owner's end step). This also lets Sefris select the Dark Pool in the Mines, dropping Lae'zel by one and boosting Sefris back up to 40 Life. Lae'zel then takes three points of damage from the flying Ally! Turn complete!

Turn Seven

Lae'zel draws, spends five Mana to re-cast her namesake. Sadly that taps her out, so she's done!

Sefris draws and plays a Plains card. Via the Initiative she re-enters the Undercity, letting her add an Island from deck to hand. Precipitous Drop then Exiles the Bulette with a Hit Token. This triggers Sefris, so she advances one space into the Mines, finishing it off with a Card Draw! For three Mana, she casts a Yuan-Ti Fang-Blade, two more for a Yuan-Ti Malison and then spends Treasure to play a Ranger's Hawk. This activates the Radiant Solar three times, so they re-start the Mines by Scrye-ing 1 and then creating a Treasure. She then performs a Scrye 2 in the Undercity. The Adventurer attacks and Lae'zel loses two Life, one for each hit counters on the Exiled creatures. She then attacks with the Planar Ally, venturing into the first chamber of the Dungeon of the Mad Mage and gaining a Life back to sit at 41. She also attacks with the Radiant Solar, getting six Life back via Lifelink. Lae'zel doesn't block, so the total damage is fourteen leaving her with a single Life point! The turn is passed!

Turn Eight

Hoping for board wipe, Lae'zel draws...but is forced to concede.

Dungeons of Death wins!

***

This one surprised me. In the prelims, Inspiring Leader Lae'zel did quite well with her combination of buffing tokens and piling on counters. In the past, the Dungeon deck has been an underwhelming dud, but maybe the subs I did recently actually had a positive impact. 

One issue the Dungeon Deck has never struggled with is Ramp. At the end, Lae'zel only had five Mana sources to seven flexible ones for Sefris. Obviously I need to tweak this.

Sefris also tabled a lot of  lethal l'il creatures that really drove those handy dungeon delves. Still not sure how this deck will hold up against something as brutal as Tiamat or tricksy as Prosper.

***

Food and Fellowship versus Critical Hit

Turn One

Frodo plays a Necroblossom Snarl and passes the turn. 

Starting with only one Land, Wyll mulligans his starting hand. Content with the re-do, he draws a card, plays a Swamp and passes the turn.         

Turn Two

Frodo draws, plays a Swamp and then taps both for an Arcane Signet. Turn ends.

Wyll draws, plays a tapped Sea Gate as a Mountain, then taps the Swamp for Wayfarers Bauble. Ends turn.

Turn Three

Frodo draws, plays Path of Ancestry tapped, then uses the Signet and the Swamp to bring out Frodo himself! Passes turn. 

Wyll draws, plays an Island, taps the Seagate and the Island to bring out Wyll's avatar! Turn ends.

Turn Four

Frodo draws, plays Sandsteppe Citadel tapped and brings out Sam for three Mana! As Frodo attacks, Sam creates a Food which is immediately sacked using one Swamp to bring bringing the Hobbitses up to 43. Wyll doesn't block, so he takes one (Commander) damage and Frodo is tempted by the Ring. Turn ends. 

Wyll draws, flops a Swamp, plays Goblin Morningstar for two Mana and rolls a "10" and "13." He takes the later, plays a 1/1 Goblin immediately armed with the Morningstar and Wyll goes up to 2/2. He taps two more, cracks the Bauble, plays a tapped Mountain then shuffles. Turn passes. 

Turn Five

Frodo draws, taps two Mana to play Dawn of Hope and then two more to use Go for the Throat to kill Wyll! At the start of the Combat Phase, Sam makes some grub, which is immediately sacrificed for three Life via one Mana...they're now at 46! Frodo attacks and the Ring tempts him again. His special ability allows for a card draw and then he he pulls another thanks to the Ring. The latter use prompts a discard so he throws out Savvy Hunter. Wyll takes a point of damage (Commander 2) and then ends the turn ends. 

Wyll draws a card, then plays another Island. He then re-casts his avatar for four Mana and passes the turn.

Turn Six

Frodo draws, plays a Sol Ring and casts a Great Oak Guardian, which buffs Sam up to 4/6 and Frodo to 3/5! Sam produces a Food and the two Commanders attack! Unfortunately, since he's tapped out, the Food are packed away as leftovers and Frodo's ability doesn't trigger! His Ring power does, however, so he draws a Forest and throws out Mirkwood Bats! The Goblin blocks Sam and is killed but they still take three more damage from Frodo...that five Commander damage so far! He then plays a Forest during the second Main Phase, the counters go away and the turn ends!          

Wyll draws a card and materializes a Clay Golem with four Mana. He then spends two Mana to play Cast Down on the Great Oak Guardian, destroying it. Passes turn.

Turn Seven

Frodo draws. For a whopping eight Mana he produces the Woodfall Primus, destroying Sea Gate upon its arrival! Frodo attacks and inflicts a point of damage (Commander 6). He draws a card - thanks to the Ring - and gets a Commander Sphere, which he immediately throws away! Turn ends. 

Wyll draws, equips the Morningstar to the Golem for two Mana and then casts Vexing Puzzlebox for three. Now tapped out, the turn ends. 

Turn Eight

Frodo draws and then plays Field Tested Frying Pan for three Mana, which immediately attaches to a 1/1 Hobbit. He then taps a Plains and casts Swords to Plowshares on the Golem! Wyll regains five Life. Frodo then pays a single Mana to Sacrifice a Food, gaining three Life...he's now up to 49! After paying two Mana (and getting a card from Dawn of Hope), Sam creates a Food...and everyone attacks! Wyll doesn't block so its a total of nine  damage...six from the Primus and three from the dual Commanders (NOTE: the Pan-equipped Hobbit has summoning sickness!). He's down to 30, with 9 of that being Commander Damage. Frodo's Ring Temptation ticks up by one and he gets a card from his Ability as well as from the Ring. After discarding a Plains he ends his turn. 

Wyll draws and then casts Ray of Enfeeblement on Sam, banishing him to the Commander Zone! After bringing out a Bag of Devouring he sacrifices the Morningstar by tapping two and the Bag itself. This lets him draw a card. Unfortunately, his turn ends on a whimper as he plays a Mountain and passes.

Turn Nine

Frodo draws, puts down a Swamp and then plays Farmer Cotton for two Mana and burns another seven (!) for "X". That's seven new Food (!!) and seven 1/1 Hobbit tokens!!! The Primus attacks and Wyll begrudgingly lets it through for six points of damage. He relinquishes the turn.

Wyll draws, casts Thunderwave for four Mana, rolls an "8" and a "17" and then bumps up to a 2/2. With the later result he chooses Wyll to be exempt and every other creature takes three points of damage! Frodo and all of the Halflings are killed and the Puzzlebox gets a whopping twenty-five counters! Then he taps the Puzzlebox, rolls a "14" and a "19", makes his avatar 3/3, and adds nineteen more counters to the Box...which brings the total up to forty-four. He then ends his turn.

Turn Ten

Frodo draws and plays an Access Tunnel. For nine Mana he brings back both Frodo and Sam, then Sacrifices a Food (tapping one Mana), gains three Life and bumps up to 52. He then attacks with the Primus. Unwilling to chump block, Wyll takes six points of damage. Thanks to the Ring, Frodo draws a card and then discards a Swamp. He then draws another card via his special ability and ends his turn.

Wyll draws for turn and then plays Prophetic Prism for two Mana. This lets him pull another card and play a Mountain. He then casts Meteor Swarm for five Mana, trashing both Farmer Cotton and the Primus! He then taps the Puzzlebox, rolls a d20, goes up to 4/4, gets an "8" and a "2" and goes up to fifty-two counters! He then passes the turn.

Turn Eleven

Frodo draws, plops down a Forest and then plays Revive the Shire for two Mana, retrieving the Great Oak Guardian and gaining a Food. He then casts the Guardian for six...giving both Frodo and Sam a +2/+2 boost. For two Mana, Sam finally gets his pan! He then uses said skillet to prepare a Food, which is immediately sacrificed for one Mana to gain three Life...they're now at 55! Once again Frodo is tempted by the Ring, putting him on the fourth tier, which causes another three damage! Sam's now juiced by another +3/+3 and is at a 'roided out 7/9. Wyll can only block Frodo, which means seven more points get through...he's at 8 Life!

Wyl concedes...Food and Fellowship wins!

***

In replaying this match for pics, there were at least two occasions where I attacked with a creature or a token on the same turn and hit the table. I blame it getting distracted by life, stepping away from the table momentarily and then forgetting when I'd cast something by the time I got back. 

Even so, it's not like summoning sickness is some confusing new mechanic. Like, seriously...WTF??? I'll be the first to admit that it's a noob move but - in my defense -  there's a whole lotta board state to keep track of nowadays... 

Anyhoo, I corrected the situation as best I could and - considering the Life total of the Hobbitses versus Wyll (plus all that Commander damage), I don't think a surrender was unreasonable. 

Mana count: 10 for the Hobbits and 7 regular land for Wyll.

This one is plagued by the same issue as the Lae'zel deck: it's just not a killer. It's a bunch of random "roll dice to see what you get" cards with scarcely any thought paid to extra "wincons", Mana ramp, board wipes and a slew of other boring, obligatory card slot inclusions.

In order to make this thing more effective I'm gonna hafta dismantle it, Marie Kondo every single card and address the lack of Mana flexibility. 

***

The Hosts of Mordor versus Aura of Courage

Turn One

Sauron mulligans and redraws. Content with the new hand, he plays a Swamp and passes the turn.

With only one initial land, Galea also mulligans. Keeps second hand, plays Terramorphic Expanse and cracks it for a Plains. Passes turn. 

Turn Two

Sauron draws, plays a Drowned Catacomb and passes the turn.

Galea draws, plays a tapped Simic Growth Chamber and the Plains goes back in hand! With eight cards in hand they're forced to throw out a Geode Golem.

Turn Three

Sauron draws, plays a Mountain and then passes the turn.

Galea draws, plays a Plains and then spends two Mana for an Arcane Signet. She then taps two remaining Mana for Sram, Senior Artificer. Ends turn.

Turn Four

Sauron draws...but keeps pulling land! He plays a Sunken Hollow and passes the turn.

Galea draws and then plays her namesake via four Mana. Attacks with Sram, causing two points of damage and then surrenders the turn. 

Turn Five

Sauron draws, plays Sulfur Springs and then Orcish Siegemaster for three. Concedes the turn.

Galea draws then plays / equips the Sword of Hours on Galea. This triggers Sram's ability, so he draws and then plays a Tapped Port Town. Vigilant Galea attacks and immediately buffs up to a 5/5. It's let through for five damage, prompting a d12 roll, but the resulting "2" produces no effect. Passes turn.

Turn Six

Sauron draws then reveals a Smoldering Marsh. For six Mana he plays Boon of the Wish Giver and draws four cards! Now burdened with eight cards, he's forced to discard a Mountain before passing the turn.

Galea untaps, looks at the top card of her deck, replaces it and then draws. She does another top deck peek and replaces the card. For two Mana she plays Eel Umbra on Sram and draws a card. Once again she checks out the top card of the deck, but immediately returns it. For two Mana he summons a Dwarfhold Champion then attacks with Galea (who goes to 6/6) as well as Sram! The Siegemaster blocks the Dwarf and lets Galea through for six damage! That's eleven total Commander Damage so far! A "5" is rolled on the d12, so there's no additional effect. She passes the turn! 

Turn Seven

Sauron draws and then lays out a Sulfur Falls. He tables Feed the Swarm for two Mana, sends Galea to the Command Zone and loses four Life. For five more Mana he conjures up the Siege Gang Commander (2/2), producing three 1/1 Goblin tokens! He then passes the turn.

Galea draws and then plays a tapped Seaside Citadel. She gives the 3/1 Champion the Sword of Hours for two Mana, boosting him up to 3/3. She then casts Rancor on the Dwarf for a Forest....he's now at 5/3! With this, Sram draws a card. Via her two remaining Mana she forges a  +2 Mace. Sram draws again! She then attacks with the Champion, who goes up to 6/4 with Trample! Sauron blocks with everything, so the Champion kills the Siegemaster (0/5) and a Goblin tokens but is also murdered in the process. The Commander lives! Rancor goes back into Galea's hand and the turn ends!

Turn Eight

Sauron draws and then plays Frostboil Snarl tapped. After laying out Too Greedily, Too Deep he steals the Geode Golem from Galea's graveyard! It deals five points of damage to every creature, killing the two Goblins, the Commander and Sram! The Totem Armor of the Eel Umbra is discarded...leaving Sram on the field! Passes turn.

Galea draws and plays a Forest. For six Mana she brings back Galea and passes the turn.

Turn Nine

Sauron draws and then plays his avatar for a whopping eight Mana! Five Orcs are Amassed, he mills five cards and then returns the Orcish Siegemaster to the battlefield. He then attacks with the Geode Golem and it's let through, dealing five damage to Galea. He then relinquishes the turn.

Galea draws and drops Lumbering Falls in tapped. She equips the Sword of Hours to Galea for two Mana (still at 4/4) and then uses three more to cast a Dancing Sword (now 4/3) and equip it to Sram. After drawing a card for this, she uses one Mana to play Brainstorm, drawing three cards then returning two to the top of deck. Passes turn. 

Turn Ten

Sauron draws then plays Shelob for four Mana and Saruman the White for another four. He then attacks with the Orc Army (5), Sauron (9), the Orcish Siegemaster (9) and the Geode Golem (5), that twenty-eight damage! Desperate to avoid a complete reset again, Galea lets it all through and passes the turn. (NOTE: Commander damage is at 9!)

Galea draws, plays Mishra's Factory and then casts Winds of Rath for five Mana, destroying all non-Enchanted creatures and annihilating Sauron's entire army! For four Mana she then drops in Blessed Hippogriff! Galea and Sram both attack, with the former instantly getting a +1/+1 boost thanks to the sword. She's at 5/5 and Sram at 4/3. That's a total of nine damage, leaving Sauron with fourteen Life. The d12 roll for the Sword of Hours is "12"...doubling Galea's Sword counters. She's now at 6/6! The turn is conceded.

Turn Eleven

Sauron draws. For a whopping eight Mana he plays Decree of Pain...killing Galea, Sram and the Hippogriff! The Dancing Sword becomes a 2/1 flying Construct! He draws three cards, plays a Swamp and then ends the turn.           

Galea draws and then plays a Fortified Village tapped. Next up the Knight of Autumn (2/1) hits the table for three Mana and she regains four Life! She then pays two Mana to Equip the Sword of Hours and three more to Equip the Dancing Sword with the +2/+2 Mace...it's at 4/3! Finally she pays a single Forest to give it +2 Power via Rancor...the Knight is now at 6/3! It attacks - gaining +1/+1 (7/4) - and causes seven damage! The d12 roll is "9" so the counters double...it's at 8/4!!! The turn ends. 

Turn Twelve

Sauron draws, plays an Island and brings out a Goblin Cratermaker for two Mana and a Merciless Executioner for three. Sauron sacrifices the Goblin and Galea loses the Knight. Via Faithless Looting for one Mountain, the Dark Lord draws two Cards and throws out both a Swamp and a Basalt Monolith. Sauron may be holding Bitter Downfall right now - and even has the four Mana required to cast it - but doesn't have the extra Mana required to overcome the Construct's Ward 1! Noooooo!!! Passes turn. 

Galea draws, plays a Flood Plain tapped, casts Galea for eight Mana. Attacks with the Dancing Sword, which is now at 9/5! The Executioner can only block one point and the Rancor gives the Sword Trample so Sauron takes eight points of damage...ending the match! 

Galea wins!

***

Wow, this one was nuts. The best match of the preliminary round by a country mile! 

(FULL DISCLOSURE: when I was originally taking notes for the match I didn't notice the Ward 1 attribute on the Dancing Sword. It literally came down to this feature and Sauron lacking a single Mana!)   

This match shows just how critical board wipes are, especially in Commander. When this happens back to back it becomes the gaming equivalent of a lone pistol being dropped on the floor in the middle of a stand off. Whoever can pick that gun up and fire it first is typically the victor...but this conclusion was considerably more interesting.          

NOTE: it's no co-incidence that my two "built from the ground up" decks got brutalized. I.E. the Mana situation for the both the Lae'zel and Wyll decks is clearly vastly inferior to the precons. 

***

ROUND TWO

The qualifiers:

(1) Aura of Courage 

(2) Draconic Rage

(3) Dungeons of Death

(4) Planar Portal

(5) Food and Fellowship

 With a roll of "1", Galea gets a "by." 

 First match:

Food and Fellowship versus Planar Portal

To be continued...

  

 


                      

  

      

Friday, November 16, 2012

Hal-Con 2012 - Day Two



Given the scarcity of open gaming tables at Hal-Con this year I made sure to be in the lineup at 9 AM sharp on Sunday when the doors opened.  I managed to secure the same table we'd used the day before and waited patiently for my peeps to show up.  Although Sabina, Chad and his family were out for Day Two Dean was in, giving us a four-person player pool.    

DAY TWO

Immediately after Andrew purchased Lords of Waterdeep in the vendor room the previous day I began a concentrated campaign of naggery to make sure he prepped the game for Sunday.  Although he didn't get around to digesting it completely, he offered to lock it down while the rest of us played something else.

It was the perfect opportunity for Dean to run a game of Kingsburg.  Although we'd played it fairly recently, Dean had recently acquired the game's highly-prized To Forge a Realm expansion, which was supposed to patch up some of the game's minor gremlins.


Encouraged by this (and looking to avenge my craptacular showing in the last game), I wholeheartedly agreed to play.

Since I'd been clobbered in the final Winter battle right at the end of the last game, I decided to pick the General as my Governor Card, giving me an immediate +1 defensive bump.  Dean opted for the Sculptor, which gave him free Stone and the ability to swap out Gold for Stone when building.  Mike was the buxom Princess, granting him the King's Envoy (!), a Gold (!!), a Victory Point (!!!) and an extra die (! x 4) before the game even started!

Needless to say, the Governor role was kinda weak-sauce in comparison.

Overall, Mike orchestrated a considerably more efficient version of my strategy: going for high Victory Point buildings only after setting up a solid defense:


Dean also played a more focused game then I did, following a military track all the way up to the Wizard's Guild.  He also wrung a lot of additional production flexibility and bonus Veeps out of the "Embassy" path.   


Despite telling myself at the beginning of the game that I should concentrate exclusively on a military tableau, I still got lured in by high Victory Points along the "Religilous" track.  By constructing "Barracks" and "Improvised Defenses" I got lulled into a false sense of security, especially considering how conditional those bonuses are.  Overall, my strategy was way too scattered.  

Although my rolling wasn't universally awful like last game, but it was wildly inconsistent.  I rolled under eight a slew of times, causing me to pull a "Chad" and go for free Victory Points.  Then, all of a a sudden, I'd roll a consistent streak of ten plus for awhile.  Hells, I even hit the eighteen jackpot once and claimed the King.  Still, I didn't have any surplus cash to spend on soldiers at the end of the game like Mike and Dean did, which ended up being my downfall.  Again.  


Actually, I'm probably being be a bit too hard on myself.  After buying the Cathedral (for nine whopping Victory Points) I was actually still right in the middle of the pack as we began the end game.  Unfortunately this exhausted all my resources and I really couldn't do anything after Dean took a peek at the final challenge and promptly started levying troops like a madman.

Right at the end of the game, Dean and Mike parleyed their superior rolls into five and three bonus soldiers respectively.  Even though I couldn't afford any mercenaries, I knew that if Mike rolled anything but a one on our defense we'd all be safe.

Well, guess what?  He rolled a fucking one.  Again!

It was the exact same fucking finale as the last game I'd played.  Mike and Dean beat the challenge, getting a Victory Point bump while the seven-strength Barbarians broke into my Cathedral, stole everything of value, lit the place on fire and then gang-peed on the ashes.        

Final Scores
Dean...46
Mike...39
Me...a dismal 30


Even though Kingsburg keeps fucking me in every available orifice, I'll keep coming back to it like a battered spouse, hoping, just hoping, that this time the game won't push me down a flight of steps at the last second.  Although the expansion offers a metric shit-ton of new options, I really wish that they'd addressed the fact that a single shitty die roll can still completely dismantle your efforts.

By the time we were done, Andrew was ready to table his new purchase:


Lords of Waterdeep is like Stone Age by way of the D&D campaign setting Forgotten Realms.  Players are influential landowners fighting for dominance over the vast city of legend.  Via the strategic placement of Agents, you retain a host of Adventurers to complete Quests, earn rewards and broker influence.  Through the purchase of new buildings and the well-timed play of Intrigue cards, you must improve your efficiencies while hindering your opponents.

The player with the most Victory Points earned during and after the game is declared the winner!

Andrew 
House: Red Sashes
Lord: Durnan the Wanderer  

Me
House: City Guard
Lord: Brianne Byndraeth

Dean 
House: Knights of the Shield 
Lord: Piergeiron the Paladinson

Mike 
House: Silverstars
Lord: Sammereza Sulphontis

Since Andrew was shooting for Commerce and Warfare Quests, Fighters, Rogues and the odd Cleric were his bread and butter.  He patronized his own Fetlock Court to keep him in a good supply of warriors and visited The Three Pearls to parley a surplus of useless minions into what he needed.  Indeed, his vast tracts of real estate served him well, netting him bonus Victory Points and Gold from the Heroes Garden and the Golden Horn.  He also popped into Mike's Waymoot (?) to augment his in- game Victory Point haul.


Given my focus on Skullduggery and Arcana, my Agents were tasked to frequent seedy spots like the Grinning Lion and build my own dives in the form of the Rogue-a-riffic Tower of Luck.  When funds began to dwindle, I opted for the more lucrative deals offered by the Golden Horn versus the fixed cache at Aurora's Realms.  Towards mid-game I really began to lean heavily on Andrew's Heroes Garden and chained together the completion of several quick four-point Quests.


Dean tried to avoid buying his own buildings, opting instead to exploit the ones that his rivals had purchased.  In his attempt to close as many Piety and Warfare Quests as possible, he sought out Fighters and Clerics via my Tower of Luck.  He also tried to keep the coffers full with several visits to Mike's Stone House.  This strategy was supplemented by the Cliffwatch Inn, which allowed him to cherry-pick Quests and earn a bit of coin on the side.


Seeking the completion of Arcana and Commerce Quests, Mike was constantly trying to retain a veritable Rogues Gallery of adventurers.  After falling behind a tad on construction, he surged back mid-game, building the very popular Waymoot and Stone House, both of which provided periodic windfalls of Gold and Victory Points.  Unfortunately, he was also forced to rely heavily on the basic Waterdeep destinations which let some inefficiencies creep in.      


At the end of the game, Victory Points were scored for extra Adventurers, bonus Gold and Lord Card "Secret Agendas".

FINAL SCORES 
 Me...110
Andrew...106
Mike...101
Dean...89


This game was a genuine revelation.  Much in the same way that Castle Ravenloft stripped dungeon crawls down to the bare bones, Lords of Waterdeep manages take deep worker-placement Euro-fare like Agricola, Stone Age and Pillars of the Earth and distill it down into a completely immersive, compulsively playable hour long experience.

The components for the game are awesome.  The sheer volume of artwork used on the Intrigue and Quest Cards is impressive.  The building tiles and counters are made of a heavy-gauge cardboard and actually feel substantial.  The game board is gorgeously illustrated and the old-world style map is a joy to behold.  Even the game box storage tray represents a quantum leap in design innovation!  

Is the theme tacked on?  A bit.  Sorry, but whenever I turn in an allotment of tiny colored wooden blocks, I really don't feel as if I'm completing a "Quest".  The funny thing is, the flavor of the game would probably have been improved greatly with the inclusion of plastic figures or accurate meeples to represent Agents and Adventurers.  In fact, the way it is now, you could make a pretty lethal drinking by taking a shot every time someone refers to a Cleric, Fighter, Wizard or Rogue by their respective cube color. 

Nevertheless, I absolutely loved this game and it's gone right up on my "wish list."  Indeed, I can't help but reward Lords of Waterdeep with a perfect score!  

  
While Andrew prepped a proposed run of 7 Wonders, Dean, Mike and I got into a quick game of Magic: The Gathering.  Even before the turn had a chance to get all the way around the table, Andrew threw down his 7 Wonders rules sheet and dealt himself in.  



I played a Black Vampire deck, Dean played Red Haste, Mike played a Speedy Godzilla Deck and Andrew played an Elvish Piper deck.

As the more experienced players, Dean and I immediately went at each other like Itchy and Scratchy, giving Mike and Andrew an opportunity to consolidate their holdings.  Dean threw everything but the kitchen Sinkhole at me: Lightning Elementals, Raging Goblins and Viashino Sandstalkers assaulted me at every turn whilst my Acolyte of Xathrid and Guul Draz Vampires were felled mercilessly by Shocks.  

Now hopelessly outnumbered, you can probably imagine my elation when I drew my ninth Swamp, giving me the ability to cast Plague Wind and annihilate all of my opponent's creatures.  This effectively hit the reset button, allowing me to regain the initiative.  I did so in style, using my Gatekeeper of Malakir's Kicker cost to remove Dean's sole defender.  After my Gravedigger exhumed a Fear-driven Severed Legion, I knew that I had a lock on Dean.  Not long after, Mike trampled him to death with a few attackers, getting revenge for an earlier Lava Axe to the mush.  

Since Andrew was stagnant under a crippling Mana drought, I focused exclusively on Mike, dropping him down to five Life Points before some Llanowar Elves and a Yavimaya Enchantress came to his defense.  I dropped a Contaminated Bond on the Enchantress and then promptly kicked myself as a big, fat, hairy Emperor Crocodile came waddling out of nowhere.  

And then Mike played this beast:

  

Since my Plague Wind had eliminated all of Andrew's big fatties, Andrew was instantly killed.  Biorhythm was certainly was decent equalizer, dropping me down to three life points to Mike's five.  And since ,  wiped off the board, he hit a crippling Mana drought and I was  quick to perform a mercy-kill. 

Unfortunately his timing was a slightly off.  After bringing out a Zombie Goliath to hold off Mike's attackers, my unblockable Severed Legion eventually did him in.












We quickly dealt a new hand for a second game.  This time Dean had no help with Mana draws and quickly became the first victim in our survival of the fittest.  Meanwhile, Mike was having the opposite problem and quickly sprouted the equivalent of Germany's Black Forest in front of him.  This allowed him to effortlessly push out some big critters like a Trained Armodon and the appropriately-named Enormous Baloth.


Like Dean, I was also experiencing serious Mana issues and could only conjure up a woefully inadequate Mindless Null and Acolyte of Xathrid to block for me.  Needless to say, it wasn't long before Mike's Baloth stomped a colossal mud-hole in my ass.


At the same time, Andrew was using his own Mana avalanche to protect himself with a Traproot Kami and bring a dangerous Elvish Piper onto the battlefield.  With no way to inflict direct damage on the Piper, Mike soon sound himself hip-deep in Elvish Archdruids, Greenweaver Druids and an Avatar of Might whose already-obscene Power and Toughness was needlessly inflated with Blanchwood Armor.

Mike couldn't compete with this one-sided arms race and eventually he was over-run, giving Andrew the duke.

As a debate broke out regarding what our final game of the day should be, I took a stroll around the convention hall, first pausing to admire yet another stellar "History of Dungeons & Dragons" display set up by The Gelatinous Dudes:




And me without me glass-cutter.  Damn!

I also made an eleventh hour purchase in the vendor room, picking up a copy of the recent Dungeon! reprint from Monster Comic Lounge.  Although I know it's a pretty simple game, this one holds some sentimental value for me.  And not from playing it as a kid but from not being able to play it as a kid!

Y'see, in the late Eighties / early Nineties, I fell out of board gaming and ended up passing on several prototypical dungeon crawl / adventure games like HeroQuest, DungeonQuest and Talisman.  I'd also passed on The New Dungeon and The Classic Dungeon reprints so I wasn't about to let that happen again.  Hence, for twenty measly bucks, I finally managed to snag the one that got away!


When I got back to the table, the general consensus was that we were gonna give Smallworld Underground a bash.


Small World Underground is a variation on the original Small World, which we've played several times before.  This version gives players oodles of variety in the form of fifteen new races and twenty-one original special powers.  During the course of the game players use a draft-style mechanic to take command of various creatures and powers and then use these combos to conquer regions on the new subterranean map.  When your chosen race's ability to expand has been all but exhausted, you can put them into Decline and pick a new race.  Timing this option well is a sure key to victory.

Dean had just picked up this expansion, so he was super-anxious to give it a try.  Unfortunately he also didn't have a lot of time to prep it, so we went into the game assuming that it was nothing more then a cosmetic re-theme of the original game.  Man, were we wrong.

But that realization didn't hit us until much, much later.  Right off the bat, my Mining Cultists swarmed the south-eastern corner of the map, snapping up as many mines as possible while keeping my Great Ancient marker away from the front lines.  Dean's Drow were contained to the central riverbanks while Mike's oxymoronic Stone Mudmen launched incursions from both the north and southwest.  Andrew went full-tilt with the Wise Spiderines for only two rounds before wisely dumping them in lieu of a  Shroom surge.


I declined my Cultists and quickly snapped up the Immortal Iron Dwarves, who drove all the way to the banks of the river from the northwest.  The aquatic Muddy Kraken not only occupied the actual river, they also ousted some of the defunct Drow from their warrens along the banks.  Undaunted, Andrew's stealthy Vampire Lizardmen bypassed the river blockade to took over almost the entire  peninsula.  Meanwhile, Andrew's Royal Flames ran riot in the south.        


The Flames and Lizard men went into decline, joining remnants of the Cultists, Mudmen, Kraken, Drow and Shrooms.  Armed with their Silver Hammers my Iron Dwarves continued to drive deep into the heartland.  Andrew sent a fresh onslaught of Tomb Shadow Mimes in from the northwest, seriously impacting my Dwarves.  They also got a swift kick in the chops from Mike's Will-o'-Wisps, which sprang out of the river and earned bonus points for occupying the nearby river banks with their Fisher ability.  Finally, my lingering Cultists got done up a real treat by Dean's mob of Mystic Mummies.          


The final score of the game seemed inordinately high yet well-in-line with the players who'd declined the most races.  Dean won with 103 points, Andrew had 101, I scored 95 and Mike hauled in 85.

While we were playing the game a fellow conventioneer (and massive Smallworld fan) came over periodically to watch us play.  Each time he stopped by, he seemed increasingly agitated by something.  Eventually he felt compelled to speak up, cataloging a litany of rules that we were were fucking up.  Such as:
  • Ignoring the customized Underground rule regarding Relics.
  • Failing to implement the Places of Power option.  
  • Dwarves who can apparently tread water longer then Michael Phelps.  
  • Worst of all: we somehow telegraphed the rule that prevents players from having more than one race in decline at a time.  This could explain why Mudmen, Shrooms, Drow, Flames, Cultist and Lizardmen where all still loitering around at the end of the game.  I guess that explains the ludicrously high scores, huh?  Heh, heh.  
At one point in time I thought the spectator was gonna call designer Philippe Keyaerts and have Days of Wonder's rules lawyers arrest us for gross negligence.  And frankly, we wouldn't have had a leg to stand on.

Despite fucking up out last game to the point of parody, we all had a great time at Hal-Con 2012 and agreed that it was the perfect venue for unfettered gamery.  Next year, please Vishnu, more of us will be back and this time we'll be there for all three days.

Keep a table free for us, Hal-Con!  We're already counting down the days!

***

Can't wait 'til next year?  Click on the images below to order the games featured in this post and help out ye olde blog all at the same time!