Showing posts with label card games. Show all posts
Showing posts with label card games. Show all posts

Jun 3, 2024

Let's Play Elder Dragon Highlander 40,000

I kinda got back into Magic: the Gathering around 2017, and have played the odd game since. So when Wizards published 40k Commander decks, I felt I had to get the Chaos one. Now that I have that, and the F1 this year is so mortally boring, I've decided to take the plunge and actually try playing Commander.


**

The deck I've got started life as the Chaos 40k commander deck. I kept Abaddon as my commander, swapped out some cards I didn't like or that felt way too complicated, and tried to make the lands a bit more interesting.

Creature: (28)
Abaddon the Despoiler
Lord of Change
Be'lakor, the Dark Master
Bloodthirster
Keeper of Secrets
Mortarion, Daemon Primarch
Chaos Defiler
Great Unclean One
Helbrute
Heralds of Tzeentch
Knight Rampager
Lucius the Eternal
Magnus the Red
Noise Marine
Pink Horror
The Balrog, Flame of Udûn
Aspiring Champion
Bloodcrusher of Khorne
Chaos Terminator Lord
Exalted Flamer of Tzeentch
Dark Apostle
Plague Drone
Seeker of Slaanesh
Tzaangor Shaman
Venomcrawler
Herald of Slaanesh
Poxwalkers
Tallyman of Nurgle

Sorcery: (7)
Blasphemous Act
Decree of Pain
Let the Galaxy Burn
Blight Grenade
Deny Reality
Mandate of Abaddon
Pyroclasm

Instant: (12)
Blood for the Blood God!
Thunderous Wrath
Bituminous Blast
Kill! Maim! Burn!
Nurgle's Conscription
Chaos Warp
Ionize
Bile Blight
Reverberate
Snap
Brainstorm
Dark Ritual

Artifact: (9)
Chromatic Lantern
Commander's Sphere
Pristine Talisman
Sol Grail
Worn Powerstone
Talisman of Creativity
Talisman of Dominance
Talisman of Indulgence
Sol Ring

Enchantment: (4)
Warstorm Surge
The Ruinous Powers
The Lost and the Damned
Nurgle's Rot

Land: (40)
Barren Moor
Command Tower
Crumbling Necropolis
Desolate Lighthouse
Dismal Backwater
Exotic Orchard
Foreboding Ruins
Forgotten Cave
Island x6
Lonely Sandbar
Mountain x6
Path of Ancestry
Rogue's Passage
Snow-Covered Island
Snow-Covered Mountain
Snow-Covered Swamp
Sunken Hollow
Swamp x7
Swiftwater Cliffs
Tainted Isle
Temple of Malice
Temple of the False God
Wasteland

**

I took this deck to my first ever Magic event, a Casual Commander day at our friendly local game store


I included Rogue's Passage in the deck because it did great work for me in Magic: Duels on the XBox, and it paid off when I sent The Balrog, Flame of Udûn down it to knock out my last remaining opponent. I then got obliterated by an endless swarm of Daleks, and the third game I was in was at a level I barely understood. But I had a great time.

**

The second time around, the young people were fairly astonished by my Sol Grail, and I again managed to win my first game!


I didn't really get much use out of Abaddon's ability to grant Cascade in my first event. I feel like the Ruinous Powers deck is trying to be at least two things at once: a Demon tribal deck and a spellslinger/Cascade deck, and it isn't that great at either. So I decided to go all in on the demons and make Be'lakor my commander. Again, I had good fun playing, and won one and lost one game.


In my third event, my Aspiring Champion got me a spectacular win. There were four of us and one other aggro deck, and everyone's life total was low. I had Be'lakor on the field sent my Aspiring Champion to attack another player through Rogue's Passage. Sacrificing him, I managed to draw Orcus, Prince of Undeath. The damage from Orcus showing up knocked out two players, and the damage from Be'lakor took out the third one. It was a lovely Nethack 40,000 moment.

**

So, I've been to three Casual Commander events, and I've had a lot of fun. This is the deck list I've ended up with:

Be'lakor, the Dark Master

Artifact: (9)
Chromatic Lantern
Commander's Sphere
Pristine Talisman
Sol Grail
Whispersilk Cloak
Worn Powerstone
Arcane Signet
Thought Vessel
Sol Ring

Creature: (25)
Lord of Change
Bloodthirster
Keeper of Secrets
Mortarion, Daemon Primarch
Chaos Defiler
Great Unclean One
Heralds of Tzeentch
Lucius the Eternal
Magnus the Red
Noise Marine
Pink Horror
Renegade Demon
Sol'kanar the Swamp King
The Balrog, Flame of Udûn
Aspiring Champion
Bloodcrusher of Khorne
Chaos Terminator Lord
Exalted Flamer of Tzeentch
Orcus, Prince of Undeath
Plague Drone
Seeker of Slaanesh
Soulstinger
Venomcrawler
Baleful Ammit
Herald of Slaanesh

Enchantment: (5)
Warstorm Surge
Coastal Piracy
The Ruinous Powers
Phyrexian Arena
Nurgle's Rot

Instant: (12)
Blood for the Blood God!
Bituminous Blast
Kill! Maim! Burn!
Nurgle's Conscription
Chaos Warp
Ionize
Bile Blight
Boomerang
Snap
Brainstorm
Dark Ritual
Mystical Tutor

Sorcery: (8)
Blasphemous Act
Decree of Pain
Blight Grenade
Deny Reality
Mandate of Abaddon
Stronghold Discipline
Lash of the Balrog
Void Snare

Land: (40)
Barren Moor
Command Tower
Crumbling Necropolis
Desolate Lighthouse
Dismal Backwater
Foreboding Ruins
Forgotten Cave
Island ×6
Lonely Sandbar
Mortuary Mire
Mountain ×7
Path of Ancestry
Rogue's Passage
Snow-Covered Island
Snow-Covered Mountain
Snow-Covered Swamp
Sunken Hollow
Swamp ×6
Swiftwater Cliffs
Tainted Peak
Temple of Epiphany
Temple of Malice
Temple of the False God
Wasteland

Jan 13, 2020

LotR LCG: The Haradrim cycle

I have crossed many mountains and many rivers, and trodden many plains, even into the far countries of Rhûn and Harad where the stars are strange.
- Aragorn, in the Lord of the Rings, book II, chapter II


Times were weird around Gencon 2016: we'd only just heard about Sands of Harad and gotten our hands on the Flame of the West when the first Haradrim adventure pack was announced, and promised for Q4 that year! Of course, none of us believed it, and as it happened, we got our copy of the Mûmakil in February 2017. February was also when the last pack in the cycle was announced; it officially came out a year later, in February 2018, but we didn't get our hands on it until the very end of April. At this release rate, the Ered Mithrin cycle should still be going!


John Howe: Haradrim, 2002

**

The Mûmakil - DL 4


The first quest in the cycle picks up right where Sands of Harad left off: our heroes have met up with Kahliel and his tribesmen, and are going to make their way back to Gondor. To do this, we're going to need to catch some Mûmakil, or Oliphaunts, to carry us across the Harad desert.


In practice, the quest is pretty heavy on locations until you get to the final phase, where you have to take on the Mûmaks and do damage to them in order to catch them. Out first three-handed attempt with the hobbits ended in location lock, so bring location control! There's also a treachery that turns into a condition attachment, Terrible Fever, and even an enemy that does the same, so bring something to get rid of them as well.


Next time, we brought a bear. This time, we survived the initial flood of locations and got our questing going. The enemies aren't very tough, but when the Mûmaks showed up, we got into a proper fight. Beorn died defending a Mûmak attack, but was brought back by Landroval, and eventually (pre-errata) Boromir secured some Support of the Eagles and memorably defended three Mûmakil in a turn! Soon enough, a Northern Tracker cleared out the locations, and when the last Mûmak fell into one of our traps, we won!



I still think that condition attachments are one of the worst-thought-out ideas in an otherwise excellently designed game; most quests don't have them, so something like Power of Orthanc will be a dead card most of the time. It feels a bit silly to have a list of the quests where I need to remember to add them to my deck. I like condition attachments as such - they work well in this quest - but I wish they were better integrated with the rest of the game.

Having said that, though, we enjoyed this quest. It's a bit heavy on the locations, but the mechanic where you first have to find and then catch the Mûmakil feels really thematic and a little different than anything we've done before. My only real complaints are that the locations all feel a bit too similar, and the encounter deck is really thin; in a reasonably succesful three-player game where we weren't particularly taking our time, we reshuffled at least twice. But like I said, it was fun and thematic, and I feel that this is a necessary part of the Harad experience.

Card spotlight: Wait No Longer


There were lots of useful player cards in the Mûmakil: we got Leadership Feint, Lore Feint, and, of course, Kahliel and the other objective allies from the Long Arm of Mordor as player cards. But the most interesting card here is the one that gives Tactics some encounter deck manipulation. In most quests, swapping an encounter card in staging for an engaged enemy is simply a great deal, especially for someone like Core Legolas, or a Dúnedain deck. Obviously this is an amazing card in solo, where it lets you skip staging entirely, but even with more players, everything is just that much easier with less encounter cards. Especially brilliant for a last-ditch questing push, where the extra engaged enemy just won't matter.

**

Race Across Harad - DL 6


Now that our heroes have captured Mûmaks to ride, they take off across the desert for the river Harnen, which marks the boundary between Harad and Gondor. Pursuing them are orcs on wargs, so not only do we have to survive the desert, but also outrace the orcs.


In practice, the quest setup is identical to Flight of the Stormcaller: there's the usual quest deck and staging area, and the orcs have their own area, as well as a quest deck they're advancing on. There are orc and warg enqemies, and the wargs will sometimes attach to the orcs as mounts, which is clever and works with the concept of the quest. Other than that, however, there isn't a whole lot of new stuff here. We took a swing at this back when it came out, but misplayed the orcs' questing at first, so although we won, I'm afraid we have to forfeit the result. We did have a fairly epic time of it, though, using a Boromir bomb to survive one last onslaught of enemies until a last questing push, aided greatly by Wait No Longer, got us to the river.


This is by no means an easy quest: quite a lot of threat can pile up in the staging area, and quite a few orcs in their staging area. I have to say, though, that as much fun as riding Oliphaunts across Harad is as an idea, in practice this is kind of a forgettable quest. It doesn't help that it really is exactly like Flight of the Stormcaller, but whereas that quest did a really good job of creating the feeling of an intense chase on the high seas, this is just, well, a slightly humdrum quest with like a desert, and some orcs. Decent but unimpressive.

Card spotlight: Steward of Orthanc


Two willpower and two hit points for three neutral resources? Spirit is the only sphere in which this isn't a great deal, and it's amazing for Tactics. The ability is a pure bonus. Also, it was a real pleasure to see an Orthanc ally again; it's a long time since the Ring-maker cycle, and we weren't expecting to see any more of these guys. It was kinda weird to see a whole archetype like Doomed introduced and then almost abandoned, so not only is this a really good card, but also a pleasant surprise.

**

Beneath the Sands - DL 5


In the comedy of errors that is our heroes' trek across Harad, they've now stumbled across desert spiders, and have to go rescue their companions from a spider cave in the desert.

We gave it a shot, and while the quest itself isn't too difficult, we eventually lost to location lock because several copies of Blocked Passage showed up, completely negating all of my deck's location control abilities. So that was annoying. Other than that, it's not a bad quest, but the on track - off track mechanism is a bit fiddly, and basically the quest consists of clearing uninteresting locations and fighting weakish enemies. Not exactly memorable.

Card spotlight: Keep Watch


An interesting side quest for several reasons: not a battle quest like the previous Tactics side quest, and a potentially very useful effect. Side quests are very situational, and since they're limited to one copy each, rarely show up, but this is one I really wouldn't mind seeing in, say, Moria.

**

The Black Serpent - DL 8


With the spiders behind us, our heroes come across the Black Serpent's forces. This quest is a pleasant surprise, as we're the ones doing the raiding for a change: you advance the quest both by placing progress and capturing objectives, which earns you the increasing attention of your enemies. Also, we're finally fighting the Haradrim again, in this adventure pack cycle called the jungle creatures southern orcs desert spiders Haradrim!


We took a stab at this quest three-handed with our visiting hobbit player, and pretty comprehensively threated out after losing several heroes to a combination of nasty shadow effects and the Black Serpent himself. Like the quests in the Harad deluxe expansion, this one was difficult (even if DL 8 feels a bit high), but it didn't steamroll us with massive enemies or giant piles of threat. Instead, this is another intelligently designed quest where the different pieces interact with each other to produce an escalating threat that you feel like you have several ways to fight. So a good quest, then; if you don't mind a little difficulty, I might even recommend it.

Card spotlight: Southron Refugee


An inadvertently topical card in terms of contemporary politics, the Southron Refugee is also the first faction reducer character like the ones we're used to seeing in the Game of Thrones LCG. She's certainly well suited to the expensive unique Harad allies, and the second hit point means she's not entirely useless on her own either. I also wanted to highlight this card because it reminds us of a feature of Tolkien's works that so often gets overlooked: his humanity towards the enemies of the Free Peoples. Sam gets a moment of empathy with the dead Southron warrior; Gandalf tells us he even pities the orcs. Similarly, the suffering and destruction of war isn't elided in the Lord of the Rings, but is part of the overall tragedy. So as a Tolkien fan, I'm very happy that Southron Refugee is part of our card collection.

**

The Dungeons of Cirith Gurat - DL 7


I guess the raiding of the southron caravan didn't go all that well, because the next quest is a jailbreak. This one focuses on capturing allies, but I have to be honest and say that we didn't really get anywhere with this quest, so this is a bit of a non-review. We found the combination of pure difficulty right off the bat and the sheer amount of text and special mechanics so offputting that we gave up on this one. Maybe there's a good quest hidden under all that stuff, but honestly, I doubt it.

Card spotlight: Heirs of Eärendil


Not only is this an excellent location control card, but I love the way it takes the Haradrim cycle mechanic of playing off heroes' traits and executes it in a very Tolkienian way. I used this with Arwen and Idraen, which I find adorably cute in so many ways.

**

The Crossings of Poros - DL 5


The last phase of our heroes' journey takes them to the Poros, the river that marks the boundary between Gondor and the lands of the Haradrim. Continuing the trend of really fiddly quests right to the end of the cycle, here you get an encounter deck and four different set-aside encounter decks. The occasional treachery will make you reveal a random card from a set-aside deck, and which randomly selected quest stage you end up on also removes some decks. This is another one of those things where on the one hand, I see how this is good for replay value and it's kind of interesting in itself, but again, it's fiddly, overly complicated and distracts from the actual gameplay. Because you can also draw just about anything, on our first try we found ourselves facing both the Uruk Chieftain and a Southron Champion - in addition to The Black Serpent, obviously - on our second turn! So the difficulty level can be, shall we say, variable. Still, at least it's an interesting quest, although again we didn't get very far.

Card spotlight: Wind from the Sea

Magic Ring is also in this adventure pack, and it's a really cool card because it's about time we got an artifact that represents both the potential and the danger of Rings of Power! But I like Flight to the Sea more, because it's also intensely Tolkien, and it lets you screw around with the encounter deck, and that's always fun. Specifically, for the measly price of two Spirit resources, you get to shuffle this beauty into the encounter deck:


It doesn't even have surge! I love the art, and the card itself is such a delight to see in staging. When it turns up as a shadow card, it can sometimes feel a bit wasted - but in that case it goes back into the discards, so if you're lucky you'll draw it again. An excellent card, very cheap and I think definitely worth bringing in any Spirit deck that can afford it.

**

On the whole, then, the Haradrim cycle was a bit of a mixed bag. None of the quests really stand out; Black Serpent was pretty good, Dungeons of Cirith Gurat wasn't; Crossings of Poros was kind of interesting, most of the rest of them weren't. I think Poros is the only one we'd be interested in revisiting at all. So I might actually go as far as to say - with the considerable caveat that we've barely played the Angmar adventure packs at all - that unfortunately the Haradrim cycle is the blandest adventure pack cycle in the game.

**

As for my deck, it remains unchanged.

57 cards; 33 Spirit, 20 Lore, 4 neutral; 25 allies, 13 attachments, 16 events, 3 side quests. Starting threat 27.

Lanwyn (TTitD)
Idraen (TTT)
Rossiel (EfMG)

Allies: 25 (19/6)
Elfhelm (TDM)
Northern Tracker ×2
Bofur (TRG)
Elrohir (TMoF)
Greyflood Wanderer (TTT) ×2
Rhovanion Outrider (TotD) ×2
Arwen Undómiel (TWitW) ×2
Bilbo Baggins (TRD)
Curious Brandybuck (TWoE)
Galadriel's Handmaiden (CS) ×3
West Road Traveler (RtM) ×3
Elladan (TMoF)
Mablung (TLoS)
Warden of Healing (TLD) ×3
Henamarth Riversong

Attachments: 13 (7/5/1)
Unexpected Courage ×2
Light of Valinor (FoS) ×2
Mithril Shirt (TFoW)
Song of Eärendil (RtR)
Warden of Arnor (TTT)
A Burning Brand (CatC) ×2
Cloak of Lórien (CS)
Dúnedain Pipe (TBS)
Map of Rhovanion (TWoR)
Magic Ring (TCoP)

Events: 16 (5/8/3)
Flight to the Sea (TCoP) ×2
A Test of Will ×3
Leave No Trace (EfMG) ×2
None Return (AtE) ×3
Daeron's Runes (FoS) ×3
Keen as Lances (EfMG) ×3

Side quests: 3 (2/1)
Rally the West (TBS)
Double Back (EfMG)
Scout Ahead (TWoE)

Sideboard:
Dwarven Tomb ×2
Power of Orthanc (VoI) ×3
Deep Knowledge (VoI) ×3

Lord of the Rings saga expansions with Fellowship Frodo when the hobbit deck isn't around sideboard:
Sam Gamgee (TTitD) x1

Dec 16, 2019

Let's Play Marvel Champions: the Card Game

In August, Fantasy Flight announced the upcoming Marvel Champions: the Card Game, a Marvel-themed co-operative living card game. Frankly, it sounds exactly like the Lord of the Rings LCG that we've spent quite some time with, except with only one hero. Clearly we had to try it.

**

To get the obvious part out of the way: yes, it is very much like the Lord of the Rings LCG, and will be immediately recognizable to anyone who's played the current crop of living card games, or indeed Magic: the Gathering, where all the basic mechanics are from. Each player controls a hero, who has a thwart (willpower in LotR), attack and defense stats, as well as hit points (a lot of them!).


There are some clever bits, though. Each hero has an alter ego, who has no combat stats, but instead has a different ability and a recovery stat, which they can use to restore hit points. What the villain in the scenario does depends on which form your hero is in: if you're a hero, the villain attacks you; if you're your alter ego, the villain advances their scheme. It's quite clever and gives the players a lot of control over how the game proceeds.


Each player also has a deck of 40-50 cards, which includes 15 hero-specific cards. In time-honored card game fashion, these basically consist of allies, attachments and events. Each deck can only include cards from one aspect (color/sphere) and basic (colorless/neutral) cards, so with just the core set, deckbuilding consists of choosing a hero and an aspect.


The only real twist is that you pay for cards by discarding other cards for resources. Each card has one or more resource icons in the bottom left corner, showing what kind of resources it produces, and there are resource cards specifically meant to be discarded for resources. Because you replenish your hand at the end of every turn, there's a real incentive to do as much as you can every turn, which suits the theme of the game very well.


Another fun thing is something FFG did in Arkham Horror, which is that each hero comes with their own unique weakness: both an obligation card that's shuffled into the encounter deck, and an individual nemesis and associated encounter cards that can be summoned into play by the encounter deck.


I love that one of the core set heroes is She-Hulk, by the way. As you can see, the cards are nice to look at and quite functional. The visuals throughout are in the contemporary Marvel comics style, with surprisingly few nods to the cinematic universe. It's interesting, for instance, that even though the Captain Marvel movie was a big deal, Yon-Rogg is definitely not Jude Law!

**

We got stuck in with the recommended tutorial decks, i.e. Spider-Man Justice and Captain Marvel Aggression facing Rhino. Another key difference to the other LCGs is that instead of us trying to accumulate progress on a quest, we're trying to stop the villain from accomplishing his aims. I suppose this speaks to how superheroes are generally reactionary, but maybe that's a topic for another day. In this case, Rhino is trying to break out of prison, and we're trying to stop him.


In this case, it's mostly a simple enough matter of beating up on Rhino until we reduce him to 0 hit points, while stopping him from gathering too much threat on the main scheme (quest). We focused on the beating up part; when some minions turned up, I got to play a card with a picture of a raccoon on it.


There are four different kinds of resources in the game, but you don't need a resource match to play your cards. However, as the raccoon card shows, sometimes you get benefits from using a specific kind of resource for a certain card.

Finally, after some surprisingly devastating Swinging Web Kicks, Captain Marvel took Rhino out with an Energy Channel, and we were victorious.

A second attempt with the Captain Marvel Leadership and Iron Man Aggression ended up with my Captain Marvel eliminated from play, but she bought enough time for Iron Man to gather his gazillion tech upgrades and beat the crap out of Rhino.


Back in the Lord of the Rings card game, my partner plays a mono-Tactics deck with a heavy emphasis on attachments, based on Boromir and Legolas beating everyone up. Oddly enough, it's apparently a very short step from that to an Aggression deck with a heavy emphasis on attachments, based on Iron Man beating everyone up. Who knew?


I also tried my Captain Marvel deck solo, and enjoyed the experience. Solo play in the Lord of the Rings card game is quite different to multiplayer, because it's so much easier to control the pace of the game. Here, that's so much easier overall that the difference doesn't feel nearly as big, but I found solo Marvel to also be quite good fun. It was very rewarding to finally knock out Rhino with a maxed-out Energy Channel!

After the first scenario, we tried the second one, where instead of a straight-up fight to beat up Rhino, you get... a straight-up fight to beat up Klaw.


I'll be honest: the first two scenarios play out exactly the same way, and that was a bit disappointing.

**

With potentially the entire Marvel universe to play with, it's not like this game is ever going to run out of material. As a household of Marvel aficionados, naturally we have lots of opinions on who needs to be included in the game as it expands. I mean seeing as how there's already a raccoon card, they're clearly going to do the Guardians of the Galaxy at some point, so I very much want Nebula and Valkyrie heroes. And obviously Nikki. Ally cards we need include Jessica Biel's character from Blade: Trinity. In fact, I'm holding out for a Blade-themed deluxe expansion or whatever they're going to call the box sets.

My list of heroes we absolutely need to see in the game:

Dazzler
Karma
Domino
Moondragon
Wildstreak
Vendetta
Death's Head
Misha from the Warheads

Although to be fair I guess I might have to accept Misha as an ally. And finally, of course, my favorite Marvel character of all time: Motormouth. I will be very disappointed if we don't get a Motormouth hero pack!

**

So we've had fun with the core set! There's a couple of things I'm a bit leery about, though, in comparison to Fantasy Flight's earlier LCGs. We've been told we're getting hero packs, villain packs and story boxes; the first will include a new hero and a ready-to-play deck, the second has a new villain and some scenarios, and the story boxes will presumably have some of everything. So whereas with the Lord of the Rings you'd buy an adventure pack and get a hero, a pile of player cards and a quest to play, now we have to pay double (on top of a considerably more expensive core set!). Okay, we get more cards, but that leads to my other question: how is deckbuilding going to work?

While it's definitely a good thing that the core set comes with four playable decks (unlike, say, the Arkham one), restricting each deck to a single aspect means there's no deckbuilding to be done with the core set. In the announcement of the Captain America hero pack, we were told that that hero pack will come with 15 Captain America cards, 17 Leadership cards and eight basic cards, plus a new card for each other aspect. That's not exactly a lot in terms of deckbuilding. If the Cap deck is playable right out of the box, I guess some of the basic cards have to be at least functional reprints? The resource cards, for instance. So for a Leadership player, there's the 17 new cards and maybe something new in neutral; everybody else is getting three copies of one new card. This isn't exactly going to be a fast-growing cardpool.

I get that not everyone likes deckbuilding, but hell, I do. I'm fondly recalling the Lord of the Rings core set, with which you could build all kinds of decks by mixing two or even three spheres. I'm kinda bummed that it looks like it's going to be quite a while until I get to do any proper Marvel deckbuilding.

The other thing that feels a little bit disappointing is that so far, the core set scenarios have felt very similar. We have to stop the villain from gathering enough threat to win, and do enough damage to them to beat them up. And that's it. If all the quests are going to be like this, then I'm afraid this is going to get kinda old pretty fast.

**

So, a verdict. Marvel Champions feels promising, and we've enjoyed playing it. Would we recommend dropping 70€ on a copy? Frankly, not really. At this point so much depends on where the game goes. Hero and villain packs will apparently be dropping throughout next year, and for me at least, whether the game is worth playing or not is really going to depend on whether they take both deckbuilding and the villain decks in new and interesting directions or not. Overall, we feel cautiously positive - but let's see.

Nov 11, 2019

LotR LCG: Where the shadows are

"Yes, Barliman, Mordor, you fatso."
- The Fellowship of the Ring, more or less


We were pleasantly surprised when A Shadow in the East was announced in April, and absolutely shocked to find it at our friendly local gaming store in August. However, there it was, and with good memories of Middle-earth: Shadow of Mordor still in mind, of course we had to get it.

**

The River Running - DL 6

In the first quest of the deluxe, our heroes are supposedly traveling down the epynomous river, but what you're really doing is fighting a massive horde of enemies while a timer ticks down and unleashes even more enemies. Yes, it's Fords of Isen all over again, but where the Dunlendings had the slightly interesting mechanic of being affected by the number of cards in your hand, the Easterlings have attachments. So if you're using some of the new cards that work off attachments on enemies, like new ally Faramir, there's that.


Also like the Fords of the Isen, this unfortunately isn't a very interesting quest, since being swamped in enemies and Archery already got kind of old in Heirs of Númenor. So frankly, a disappointing start to the deluxe.

Danger in Dorwinion - DL 5

If the River Running was Fords of Isen 2.0, Danger in Dorwinion delightfully continues the series of alliterating urban quests, both in name and in being really good. In terms of mechanics, this is The Steward's Fear, with randomized plots and enemies and advancing by clearing urban locations, but set in Dorwinion and even better. The key mechanic here is that various enemies and treacheries keep raising your threat, which gets especially nasty when you draw the plot that lowers your threat elimination level.


This is actually one of my favorite quests in the entire game. Like so many quests lately, it's a bit fiddly, but not too much, and most importantly it's just fun to play. You don't get buried in enemies or locations straight away or find yourself having to defend eight attacks per round; the threat builds up, but you feel like you have a fighting chance. I really think this is an excellent quest. The only improvement I'd make is that the encounter deck is a bit small. Also the art is beautiful, and finally I have to mention what I think may be the best treachery ever: Secret Cultist.


Hilariously, we repeatedly had it hit us when all of our allies in play had an attack of 0, which led to Cultist Handmaidens.

For anyone keeping score, the best alliterating urban quests are, in order:

1. Danger in Dorwinion
(2. Escape from Umbar)
3. Trouble in Tharbad
4. Peril in Pelargir

Honorary mention: Conflict at the Carrock. It isn't urban, but sounds enough like an epic boxing event that it fits the bill. Why did the Ered Mithrin cycle not have Duel in Dale or something?! Encounter at Esgaroth!

The Temple of Doom - DL 7

The last quest is another retread of a familiar mechanic: there's an end boss in the staging area, but you can't attack him until you've done enough questing, although every now and then he attacks you. I mean it's decently executed, but maybe the game is showing its age a bit when every quest in the new deluxe is pretty much an old quest with new art.


We gave this a shot, and managed to draw such a sequence of direct damage that our heroes got murdered by Easterlings in short order. One mechanic I like is that as the quest progresses, you reveal more cards from the Power of Mordor deck, which make everything a little harder. It works very well to evoke the sense that the dark realm is, well, right there and casting its shadow over you.

All in all, though, this didn't feel like a particularly impressive or interesting quest, because we really kind of felt we've seen the same thing so many times before.

**

The player cards of A Shadow in the East are very appropriately centered around, well, this one:


In addition to the One Ring, there are several Master cards that go with it and, of course, our first ever double-sided hero card: Gollum. As Sméagol, he's a Lore hero with a threat of 3, making for some intriguing secrecy possibilities. However, if you have him as one of your heroes, you have to shuffle two copies of the Stinker treachery into the encounter deck; they flip Sméagol over into Gollum, who fights you as an enemy. It's a pretty good way of modeling Sméagol as an untrustworthy ally who can turn on you when you least expect it.


We also get ally versions of Merry, Pippin and Faramir, all pretty solid. Pippin should find a home in several Tactics decks purely on the strength of 2 willpower for 2 resources. The really interesting player card here, though, is none of these, or even the One Ring. It's this one:


This is the first Contract card, an entirely new card type that doesn't go into your deck, but is set up at the start of the game and goes into effect right away. You know them as agenda cards in Game of Thrones. This one stops you from playing non-unique allies, but when you have exactly nine unique characters in play, you flip it over:


This is very thematic, pretty powerful, and I'm actually half-seriously thinking about a Fellowship version of my Hobbit deck. But I love that we're getting a whole new card type - the first since Lost Realm - and I hope we see more contracts in the future!

**

I kind of feel the same way about this as I did about Lost Realm: I want to like it for the theme, but whereas Lost Realm was too frustrating, this was kind of bland. The exception is Danger in Dorwinion, which is an absolutely excellent quest. But when the player cards are also quite niche, I'm on the fence about whether I'd recommend buying this or not. I guess if you really want a Sméagol hero? We'll have to wait and see what the adventure packs are like.

We now have some reason to believe that this is, in fact, the last deluxe expansion - at least as we now know them. If that turns out to be the case, then at least it was a good one. However, this is apparently not to say that the game is finished; but we don't know what the new stuff coming after 2020 will be. I had been thinking that it would be weird if Fantasy Flight didn't try to cash in on the supposedly upcoming Amazon Tolkien series in 2021, so maybe we'll see some kind of semi-reboot to coincide with it? Luckily, we have been told there are no plans for a second edition, but a new core set, for instance? Whatever it is, we hope the game still has a future, because we are still rather fond of it.

**

On the occasion of the new deluxe, I rebuilt my deck from first principles, with a couple of new things that I want to test.

Since my partner is still committed to a mono-Tactics deck that basically fights a lot, that leaves me responsible for questing and location control. I've kept this emphasis, and started by going through the Spirit allies best suited to it. So that means keeping my Northern Trackers, Galadriel's Handmaidens, West Road Travellers and, of course, Bilbo Baggins. I've also found Rhovanion Outrider to be quite good, especially when setting up combos with Northern Tracker and Idraen. I will also be bringing back Greyflood Wanderer; a solid enough ally on their own, with a special ability that just might save us from location lock.


I mentioned Idraen; I'm also keeping Rossiel, but I think it's now finally time to bring in Lanwyn. I like her surge response, and with a ranged attack she can potentially help out my partner. I've definitely liked hero Arwen, especially since the card is so beautiful, but I feel like I want to try something different. This also unlocks one of the best Spirit allies in the entire game, ally Arwen, who I'm definitely including, along with her brothers Elladan and Elrohir.


So far, so good: that's seventeen questing allies, with a little bit of combat upside against orcs in the case of the twins. I trawled through all the available Spirit allies to see if there was anyone I should try, and I decided on one stalwart from way back in my first deck ever, and a couple of new cards to try. First, good old Elfhelm, for a little combat power and threat reduction. I found him useful back in the day, and frankly, the proliferation of Doomed effects and other threat-raising malarkey in Shadow in the East made me miss him! I'm also trying Bofur; I try to keep a Spirit resource handy for A Test of Will, so I guess I could use it on Bofur as well. Finally, I'm going to figure out if Curious Brandybuck is any good or not.


With only one Lore hero, I don't want to bring too many Lore allies, but after all this time, there's still no getting around Warden of Healing as simply the best healing ally in the game. Apart from them and Elladan, I'm only bringing Mablung, and in another blast from the past, Henamarth Riversong.

The main reason I don't want to take too many Lore cards is that I need to be able to keep a resource handy for Leave No Trace and None Return to power Rossiel's ability and Keen as Lances, which is a truly excellent card, especially when several people are running it. The only other events I'm bringing are the compulsory Daeron's Runes, A Test of Will and the delightful Flight to the Sea, because I love messing with the encounter deck. I'm not really sold on any of the location control events; I quite liked The Evening Star in my mono-Lore deck, but it'd be competing for scarce Lore resources here, and none of the Spirit events quite made the cut. With a cardpool this big, it's not so much about what cards are useful, but what there's space for in the deck...

Attachments start with the obvious; as the wags have it, Expected Courage. Similarly obviously, A Burning Brand, especially since we refuse to acknowledge the errata - mostly because we can't remember it! Light of Valinor is brilliant on Rossiel, and Cloak of Lórien is so thematically excellent on her that I'm bringing a copy. I've also come to think of Magic Ring as a kind of must-have; it's neutral and limited to one per deck, so really, why not? Most of the attachments I've got are more on the lines of things that are nice to see when they pop up, rather than staples I need to see in my hand. On that note, I'm bringing back Song of Eärendil, both to help out my partner in their Boromir shenanigans, and because of the art. The three people who read this blog know that I'm a sucker for pretty nautical cards.


Although I'm pretty sure Eärendil's ship was more like a longship than that galleon, and also is that a fourth mast that the aftmost lateen is on? Anyway, a couple of new attachments I'm bringing are Warden of Arnor and Map of Rhovanion, for location control purposes. Finally, in keeping with my principle that I want to be able to search for something when we come across the Lost Armories of the world, I'm bringing a Mithril Shirt, and also a Dúnedain Pipe for Bilbo to find. This last attachment was originally a bit of a joke, but it's actually been kind of useful!

That's everything except side quests, of which I'm having three: the same Double Back and Scout Ahead (a pleasant symmetry) as before, and also Rally the West, to see if it's worth playing. That takes me up to 57 cards, so I'd better be done!

A couple of words about what I didn't include, the most major point being threat reducers. Partly this is because the economics of The Galadhrim's Greeting are the worst for two players, and there's almost always two of us, but I find in general that I've become a threat reduction skeptic. Unless you're doing something very specific like a Secrecy and/or hobbit deck, threat reduction doesn't usually advance the quest; it just buys more time. And in multiplayer, it buys more time for one of us. So I'm just leaving it out in favor of stuff that will hopefully actually contribute to us getting things done.

Anyway here's the deck, we'll see how it goes!

57 cards; 33 Spirit, 20 Lore, 4 neutral; 25 allies, 13 attachments, 16 events, 3 side quests. Starting threat 27.

Lanwyn (TTitD)
Idraen (TTT)
Rossiel (EfMG)

Allies: 25 (19/6)
Elfhelm (TDM)
Northern Tracker ×2
Bofur (TRG)
Elrohir (TMoF)
Greyflood Wanderer (TTT) ×2
Rhovanion Outrider (TotD) ×2
Arwen Undómiel (TWitW) ×2
Bilbo Baggins (TRD)
Curious Brandybuck (TWoE)
Galadriel's Handmaiden (CS) ×3
West Road Traveler (RtM) ×3
Elladan (TMoF)
Mablung (TLoS)
Warden of Healing (TLD) ×3
Henamarth Riversong

Attachments: 13 (7/5/1)
Unexpected Courage ×2
Light of Valinor (FoS) ×2
Mithril Shirt (TFoW)
Song of Eärendil (RtR)
Warden of Arnor (TTT)
A Burning Brand (CatC) ×2
Cloak of Lórien (CS)
Dúnedain Pipe (TBS)
Map of Rhovanion (TWoR)
Magic Ring (TCoP)

Events: 16 (5/8/3)
Flight to the Sea (TCoP) ×2
A Test of Will ×3
Leave No Trace (EfMG) ×2
None Return (AtE) ×3
Daeron's Runes (FoS) ×3
Keen as Lances (EfMG) ×3

Side quests: 3 (2/1)
Rally the West (TBS)
Double Back (EfMG)
Scout Ahead (TWoE)

Sideboard:
Dwarven Tomb ×2
Power of Orthanc (VoI) ×3
Deep Knowledge (VoI) ×3

Lord of the Rings saga expansions with Fellowship Frodo when the hobbit deck isn't around sideboard:
Sam Gamgee (TTitD) x1

Oct 21, 2019

MtG: Vintage Izzet

"So you can cast a few spells? Am I supposed to be impressed?"
- Skyrim, guard dialogue


I got back into Magic: the Gathering a while ago with the Mind vs Might duel decks, which I thought were fun. So I figured that if I'm going to make some kind of deck for myself, I might as well base it on that. Therefore:

Izzet Mind 2.0

Creature (14)

Enigma Drake
Glorybringer
2 Goblin Electromancer
Jeskai Windscout
Jhessian Thief
Jori En, Ruin Diver
Monastery Swiftspear
Nivix Cyclops
Reef Pirates
Sanguinary Mage
Talrand, Sky Summoner
2 Young Pyromancer

Sorceries (12)

Beacon of Tomorrows
2 Empty the Warrens
Grapeshot
Pieces of the Puzzle
2 Pore Over the Pages
Pyroclasm
2 Rift Bolt
Rise from the Tides
Temporal Fissure

Instants (7)

Electrolyze
Magma Spray
Mystical Tutor
2 Savage Alliance
Snap
Thunderous Wrath

Artifacts (2)

Library of Leng
Primal Amulet

Enchantments (1)

Firemind's Research

Lands (24)

Desolate Lighthouse
2 Highland Lake
6 Island
6 Mountain
Mystic Monastery
Rogue's Passage
Sand Silos
Smoldering Spires
Snow-Covered Island
Snow-Covered Mountain
Soaring Seacliff
Temple of Epiphany
Temple of the False God

Sideboard

Electrostatic Field
Hypothesizzle
Ionize
Mission Briefing
Psychic Transfer

**

Somewhat to my surprise, this deck is only legal in Vintage, because it includes Mystical Tutor.


In general, I've tried to go for creatures with Prowess or some other ability linked to instants and sorceries; spells that are either cheap or come with untapping lands or card draw; and just generally what I consider beautiful cards that at least somewhat fit the theme. I also have a Snow-Covered Mountain, because, well, I have one from back in the day. Rogue's Passage and Glorybringer won me more games than I can easily count in Magic Duels, so how was I supposed to not bring them? So you see that this isn't exactly a ruthlessly efficient deck-building philosophy.

**



The first time, I couldn't find any lands, and ended up being seriously outnumbered. I did get to use Pyroclasm to wipe everyone out, but I lost in fairly short order. It's hard to claw back an early disadvantage!

Next time, I did better. I managed to get off enough spells for a horde of zombies with Rise from the Tides and to transform Primal Amulet, for an even bigger horde of goblins from Empty the Warrens, which did the trick in the end.


**

So, what have I learned? First, that I feel my deckbuilding kind of succeeded, because I managed to keep the key property of the Mind deck: it mostly just straight up loses, except when you can tee up a proper combo with your instants and sorceries. I'm unreasonably delighted by this. More importantly, it reminded me that playing Magic can be very good fun.

Sep 9, 2019

LotR LCG: A long-expected quest

He waited for an opportunity, when the talk was going again, and Tom was telling an absurd story about badgers and their queer ways - then he slipped the Ring on.
- The Lord of the Rings, book I, chapter VII


Now that my Tolkien-reading project has gotten well into the Lord of the Rings, it's about time we got started on those saga expansions as well. Each of these saga quest posts will go through two adventures, incorporating the standalone scenarios that fit into the campaign; this post, for instance, deals with the first quest in the Black Riders expansion, as well as the Old Forest standalone quest.


John Howe: The Black Rider, 1985

**

A Shadow of the Past


In the very first quest of the campaign, Frodo flees Bag End, and everyone gets stabbed by Ring-wraiths and dies; the end.

In practice, you have to quest your way to Bucklebury Ferry while avoiding the Nazgul with Hide tests. It's the same as the Escape tests in the Dead Marshes, back in the Mirkwood cycle, i.e. an extra round of questing, and to be honest, it wasn't a great mechanic then, either. Here you have to quest, have questers in reserve if you need to take a Hide test, and in case that fails, defend a Nazgûl twice.


We tried this with three players, and it was not easy. The Ring-wraiths aren't impossibly tough, but when you have to defend multiple attacks by them, and somehow at the same time put together a fair bit of questing and hiding, it's a lot to do, especially when not really running ally-heavy decks. I guess a Leadership/dwarf swarm deck would find this much easier going, and I can kinda see why they were so popular back in the day.


I do want to say that the location cards are, again, absolutely lovely. But after several attempts, I don't really see why people think so highly of this quest.

**

The Old Forest

In the first of the standalone quests that can be included in the saga campaign, our heroes get lost in the Old Forest.


Basically this is the Hills of Emyn Muil, but with trees; you cycle through different quest stages until you've gathered enough victory points to advance to the last stage, where you have to quest while being attacked by Old Man Willow. Sometimes Tom Bombadil can show up.


I thought this was a decent quest, but I feel it's let down a bit by the enemies being kinda boring, and by being a bit arduous, especially in the last quest stage where your threat is skyrocketing and you're defending constant attacks from trees. The Old Forest is one of my favorite parts of the Lord of the Rings, so I really wanted to like this quest, but it's not really something I see us returning to any time soon.


So, in all kind of a mixed bag to start the Lord of the Rings saga; one quest we definitely weren't impressed with, and a slog through the Old Forest. Maybe I'm being unfair, but it feels like the saga quests have been hyped as the best thing ever for so long, and I really feel quite underwhelmed by the first two.

**

As long as we're playing saga quests where Fellowship Frodo is around, I'm definitely adding at least one copy of ally Sam. Given how kickass his hero incarnation is, ally Sam is a bit of a disappointment, but the Frodo discount makes him a one-cost ally with two willpower, which is one heck of a bargain.


Back when we played The King's Quest in the Wilds of Rhovanion, I was very disappointed when traveling to Lost Armory let us search for a weapon or armor attachment, and I didn't have any! I decided I have to fix this, so I'm bringing a Ranger Bow for Idraen.


Also, now that we're on the subject of hobbits and searching for attachments, I've had ally Bilbo in my deck for quite a while, but I've never had a pipe he could fetch! So I've decided to see whether Dúnedain Pipe would be a more fun way of getting card draw than Ancient Mathom.


56 cards; 29 Spirit, 22 Lore, 5 neutral; 22 allies, 12 attachments, 18 events, 2 side quests. Starting threat 28.

Arwen Undómiel (TDR)
Idraen (TTT)
Rossiel (EfMG)

Allies: 22 (15/6/1)
Jubayr (TM)
Northern Tracker x2
Súlien (TCoC)
Elrohir (TMoF)
Lindir (TBoCD)
Rhovanion Outrider (ToTD) x2
Bilbo Baggins (TRD)
Galadriel's Handmaiden (CS) x3
West Road Traveler (RtM) x3
Elladan (TMoF)
Gléowine
Mablung (TLoS)
Warden of Healing (TLD) x3
Gandalf (OHaUH)

Attachments: 13 (4/8/1)
Unexpected Courage x2
Light of Valinor (FoS) x2
A Burning Brand (CatC) x2
Cloak of Lórien (CS) x2
Dúnedain Pipe (TBS)
Ranger Bow (AoO)
The Long Defeat (TBoCD) x2
Magic Ring (TCoP)

Events: 19 (8/8/3)
Flight to the Sea (TCoP)
A Test of Will x3
Elven-light (TDR) x2
Heirs of Eärendil (TDoCG) x2
Leave No Trace (EfMG) x2
None Return (AtE) x3
Daeron's Runes (FoS) x3
Keen as Lances (EfMG) x3

Side quests: 2
Double Back (EfMG)
Scout Ahead (TWoE)

Lord of the Rings saga expansions with Fellowship Frodo when the hobbit deck isn't around sideboard:
Sam Gamgee (TTitD) x1