It is with great sadness that we learn today of the passing of Sir Terry Pratchett, well loved author of the Discworld series of fantasy novels. Pratchett, who has been suffering with Alzheimers has finally succumbed to this affliction at age 66. Pratchett has been a huge influence to all of us at Dice of Doom. In particular his characters of The Night Watch have been so memorable and important to us. Many of our roleplaying campaigns have had ‘Pratchettian’ elements to them. It is hard, at times, not to see his great humorous art of story telling shaping the way we around our tables tell our own stories. In a very personal way, he has changed our lives for the better. Continue reading
My group is in the process of preparing for our Gathering the Magic tournament, which is the main way we celebrate each new release – a fatpack draft event where we create 60-card decks from our boxes and smash them against each other to see who wins. The prize is an additional, extra-super-duper-shiny new fatpack.
Now… after the fatpack challenge we normally follow it up with other random games. Sometimes we run massive multiplayer commander matches late into the night. Sometimes we run tribal themed decks and see what kind of constructed mayhem we can raise. This time, however, we’re going to try the relatively new Tiny Leaders format.
We’re away at the beach and we invited friends to join us for a weekend of gaming and beach shenanigans. I won’t talk about the beach, since this blog is about gaming, but I will talk about what my group was doing in Magic: The Gathering. The weekend went well for me, with my Modern format Red Deck Wins defeating all who tried. All up, it had six wins and zero losses. It’s a tweaked version of the Standard format ‘Turn 3’ deck I posted a couple of weeks ago. The problem with the deck has nothing to do with performance and everything to do with fun – or lack of it, in this case. Red Wins is a pretty much purely mathematic exercise in maximising damage output using as little mana as possible and ending the game as early as possible. There are ways to counter it, but in general I prefer mid-range games which allow all players to have a chance to play their decks. It’s more fun (and educational) to play longer games and to see how other players construct their decks.
Woah, there, wooooooah. Slow down. That’s better. Much better.
Lately, I’ve been playing against a lot of fairly quick decks filled with enchantments/instants/sorceries and getting swarmed with 4/4 angels (Luminarch Ascension). While I would normally just exile or destroy the enchantment, they protect them with shroud (Greater Auramancy) – making it impossible to target or remove the spell. How, then can I slow my opponent down enough to get fatal damage through? By slowing down their spellcasting! I’ve chosen to use Boros for this, rather than a Blue/Red counterspell/control/burn theme.