Cut Off One Head and Two More Shall Rise – Adventures in Marvel Crisis Protocol

Yesterday I attended a MCP event run by our good friends Curtis and Grant of the Throwing Dice Podcast. It was so much fun and I feel like I am starting to get the hang of how the game plays and some of the nuances when facing different affiliations. I thought I would do a quick breakdown of my games, along with some of the lessons I learnt.

Game 1: Hydra vs Winter Guard

Crisis Cards: Hammers and Mayor Fisk

For my first game I played against Jon and his Winter Guard. This was a really fun game and I was able to utilise a sneaky play on turn one with the World Domination tactics card to gain an early advantage in VPs. I had the benefit of numbers too which came in handy, especially as Red Skull really performed – dazing Hela in one activation and just putting out damage consistently. We ran out of time to finish all the rounds but I was ahead on VPs when the game ended.

Game 2: Hydra vs Defenders

Crisis Cards: Montesi Formula and Mayor Fisk

My second game was against Curtis, one of the event organisers, and his Defenders list. Once again with priority and Mayor Fisk I was able to claim World Domination and the extra VP and power which came in handy, but overall I was unable to capitalise on the advantage and some great plays from Curtis (especially his combo of Elektra, ninjas and Daredevil) proved too sneaky and he held enough books to get a healthy advantage in victory points. Couple this with Wolverine just slicing Red Skull to bits and victory was Curtis!

Game 3: Hydra vs Web Warriors

Crisis Cards: Skrulls and Super-Powered Scoundrels

This game was really over before it started as I chose the wrong kind of list to go up against Cris’ super nimble and mobile Web Warriors. I took a taller list, including a Sleeper Agent Hulk, but lacked the mobility to catch the Web Warriors and stop them holding the Skrulls and running away with them. Additionally, Strucker’s leadership did not come into effect much as I wasn’t suffering damage so did not need the healing ability from handing out conditions. Still it was a fun game and one where I feel I learnt loads on how to play the game.

Game 4: Hydra vs Brotherhood of Evil Mutants

Crisis Cards: Skrulls and Gamma Wave

My final game was against Josh’s Magneto-led Brotherhoods list and boy was this a fun game! We both had loads of conditions to hand out, which mean Strucker was working hard to transfer them back to the mutants with his leadership ability. This also mean that Strucker was a priority target so looking back I should have worked to keep him better protected. That said, Sleeper Agent Hulk worked really well this game, his ability to shut off reactive superpowers and team tactics cards really hampered Josh’s counter-Hulk strategies. This super bloody game ended with a narrow victory for me which I was really happy about as it felt super back and forth all throughout.

Lessons Learnt

As all of my games were against affiliations that I had not faced before, it was interesting to see how differently they all played. From the Winter Guard getting up and close for a brawl to Web Warriors just running circles around me, it is important to seriously consider what your opponent’s game plan will be as much as your own game plan.

I ran Zola in all my games over the weekend and was underwhelmed by him each time. Maybe I am not playing particularly well with him, but his gainer is not that particularly impressive and his 2 physical defence really leaves him vulnerable. Perhaps he is better as a back board support character or maybe I should run next to some sort of bodyguard piece – I am welcome to suggestions on how to run him better!

Vrondiss just does things! When you know you know…

So I have done a couple of blog posts now about my decks and apparently I am just unable to stop writing them. I keep saying that my Miirym Sentinel Wyrm deck is my favourite but I think that is just a flat out lie. The first deck I ever had is a mega upgraded Vrondiss Rage of Ancients precon and I cannot even begin to describe the joy I get when I play this deck. 

It is a Gruul deck, so automatically you think of big haste creatures, but no! This is a Gruul deck that will blow your mind! It plays interaction like a blue deck and sacrifice payoff like a black deck, it is so indescribable that I am don’t even know how I am going to sum it up in one post. But as Yoda once said “do or do not there is no try” so screw it let’s give it a go.

The original deck list I had for my Vrondiss Deck was just big dragons and some dice rolling, seemed good but we all know where I ended up putting my dragons… looking at you Mirym! My Vrondiss deck is now a go wide token deck with a sacrifice sub theme relying on ETB triggers to do damage to my opponents and the possibility of going infinite in a weird and wonderful way.  By infinite I mean this deck can get infinite 5/4 dragon spirit tokens, infinite damage to my opponents or creatures on the battlefield, it can get infinite mana and it can draw my entire deck! What in the name of red and green is this!

What makes the infinite combo side of this deck even more crazy is that I run 0 tutors and each of the combos require a minimum of 5 cards to pull off. it sometimes happens and sometimes it doesn’t which makes pulling an crazy combo off even more exciting. 

So without going into every detail of the deck, here is a summary of the main strategy that I try and pull off along with some of the key cards that make this deck so fun to play.

The main idea is ramp out, play Vrondiss as quickly as possible and then drop cards like Vulshock Sorcerer, Cunning Sparkmage, Component Pouch, Chaos Dragon and Endbringer to ping or roll dice to trigger Vrondiss and make a tone of 5/4 dragon spirits.

Hopefully I will also have cards like Where Ancients Tread, Impact Tremors, Terror of the Peaks and Warstorm Surge to do damage to my opponents when the tokens enter the battlefield.

I also hope to play cards like Elemental Bond, Garruks Uprising and Tribute to the World Tree to draw me cards every time one of my 5/4 spirits comes into play. With the amount I can trigger Vrondiss this can get pretty nuts, quite quickly.

Cards like Anara Wolvid Familiar, Tamiyo’s Safekeeping and Withstand Death can be used to make Vrondiss indestructible, which with the right cards in play can make crazy amounts of tokens as I can ping him for damage without worrying about him dying.

Then we get onto the bonkers cards. Phyrexian Altar, Greater Good and Goblin Bombardment let me sacrifice my many many tokens for either mana, damage or cards which is crazy! The value that can come out of these cards can straight up win the game with the right board state.

Oh wait my commander is dead… no problem! I have included Ripjaw Raptor, Polyraptor, Hornet Nest and Needletooth Raptor which can be pinged with damage, giving me even more crazy stuff.

Stand out cards in this deck are Brash Taunter, which is just such a pain. If I block with him he doesn’t die and I can have him fight Vrondiss to get 5/4’s. Fiendlash is crazy when it is attached to Vrondiss as whenever I ping him for damage I get to sling 7 damage at someone’s face.

There are so many cool cards and interactions in this deck that I cannot name them all. Check the deck out for yourselves and see if you fall in love with it as much as I have. Click here to give it a look.

Lathiel is the captain now!

I previously did a little blog post on one of my favourite decks, a high powered dragon tribal commanded by Miirym Sentinel Wyrm. I really enjoyed writing that post and diving into the reasons why I included certain cards, so I felt like I needed to do another deck tech blog. 

The first deck that I built from scratch and that was not an upgraded precon, was a life gain/scry deck led by Trelassara Moon Dancer. It started out as just a cool idea with some random cards that I had lying around making up the 99, however over the years it has slowly been transformed into a fairly powerful deck.

When I began making the deck, I stumbled across a big downside of playing a deck revolving around life gain. It is really difficult to close out a game or have a defined win condition.

As it turns out, having the most life does not mean anything if you can’t beat your opponents into oblivion.

My deck focuses around many small increments of life gain rather than gaining life in large quantities, this is to maximise the triggers I get from my commander and it allows me to scry into which ever cards I need. That way I can react to my opponents or choose the right card round out the game. The deck relies on cards like Soul attendant, Soul Warden, Essence Warden, Auriok Champion, Authority of Consuls and Scavenging Ooze to give me as many life gain triggers as possible.

The life gain then triggers creatures like my commander, Celestial Unicorn, Ajani’s Pridemate, Voice of the bBessed, Elenda’s Hierophant and Twinblade Paladin to put as many +1/+1 counters on them. With my life total high and my creatures beefed up, I aim to round out the game with either commander damage or through swinging out with big creatures.

I can also use cards like Overwhelming Stampede to take advantage of my commanders ability to gain counters quickly. I run a lot of mana dorks and utility creatures that a normally 1/1’s. Being able to use my commanders increased power to buff them up can easily turn a 1/1 Elvish Mystic into a threatening 10/10 with trample. Triumph of the Hordes has a similar effect but can also give my creatures infect which can end games really quickly. 

Cards like Felidar Sovereign and Test of Endurance can outright win the game if I have enough life, which is fairly easy to do with this deck. However, the win condition from these cards is really telegraphed to my opponents. As the cards need to stick around until my next turn to have an effect, it gives my opponents plenty of time to band together and get rid of them. That’s where cards like Teferi’s Protection really help, keeping my board alive but also making sure my life total cannot change is key to making life gain win con cards work.

The stand out card from this deck has got to be Serra Ascendant!

As a 1/1 flyer with lifelink, it does not seem to threatening. However, it also has the additional text of, as long as you have 30 or more life, Serra Ascendant gets +5/+5 and flying. In a commander format where you start with 40 life, this card is absolutely mental. If this comes down on turn 1, then I can gain 6 life per turn and can get out of control really quickly.

Sylvan Library is also a great card as I can normally just draw three cards every turn and gain the life back before my next turn comes around.

Check out the full deck list here and let me know what you think!

Primus-Strategos Blazaar Dymov

Primus-Strategos Blazaar Dymov commands the 216th Expeditionary Fleet‘s First Army. This makes him perhaps the fourth most important person in the fleet, after Horatio Octavian II, his second in command Fleet Marshall Djev, and the commander of 1st Army Group General Sheev Verox.

Background

Born on Phylandriankier, Dymov was one of 63 children hostages handed over to the Luna Wolves post-compliance. He was therefore brought up inside the 63rd Expeditionary Fleet’s military machine, initially in the newly established Schola Imperialis Militaris, then honing his skills serving on the staff of such notable individuals as J’Balth Zaar, Kirta Hilkender and Hector Varvarus. 

By the time he was assigned to the newly formed 216th Fleet as part of the initial veteran core, Dymov was leading secondary, non-Astartes operations himself.

Joining the 216th Fleet, Dymov was appointed Hipparch-Officio Locum by Captain Cato Valerianus, overseeing the fleet’s entire logistics train. Cato’s reasoning was that such an incredibly important position required an experienced hand such as Dymov. It was clear from fleet records that Dymov resented this role, feeling he should have held a battlefield command rather than a logistical one.

Regardless he performed his role admirably, if without any great note, during the fleet’s initial consolidation phase and the subsequent transition into a frontline fleet in 956.M30.

First Army Command

“Each of us are answerable to the Emperor for our deeds. Each of us fight for him. My truth consists in a Kalibrax V-I Pattern Lasrifle, a well charged power pack and one-hundred and fifty rounds of Terran vengeance. This is the Exercitus Imperialis creed. Come, comrades, drink success to Imperial Arms!”

Closing words of Primus-Strategos Blazaar Dymov’s speech on appointment to the First Army, 216th Expeditionary Fleet, 999.M30

Once the Ultramarines contingent departed in 998.M30, there was a reshuffle at fleet command. With Horatio Octavian II now Lord Marshall of the fleet, there was a vacancy in the First Army. The feeling amongst those officers who had risen through the fleet (as opposed to joining from the 63rd and 12th Expeditionary Fleets) was that one of their own should be appointed. After all they had been operating on their own for decades and had more than proven themselves.

However, aware that Dymov was a powerful voice amongst the original veteran core, Horatio Octavian II offered him the now vacant First Army, promoting him to Primus-Strategos.

This was initially seen as an unwise move by many who felt that Dymov had been appointed for political reasons and had not merited command of the most distinguished army of the fleet.

Dymov soon proved otherwise as he seemed energised by the appointment. He augmented the existing staff with a number of companions from his EFLC days and tirelessly worked to bend the First Army (already a highly decorated unit) into a new image.

Learning from his time amongst the Luna Wolves, Dymov saw the advantages of aggressive assaults aimed at cutting off the enemy’s head before it could meaningfully respond. Without any Astartes in the Expeditionary Fleet to fulfil this role, Dymov wanted the First Army to take on such actions. He relied on Veletaris Storm cohorts, regiments of Hellrazers and fire battalions of Oyzians as the core of his army and spent months in simulated combat to hone their talents.

The First War Dymov’s first test came in 999.M30 on Yrenzalore, a world that had rejected compliance in brutal fashion, beheading the Imperial Envoys and sending the heads back to the fleet. Retaliation was required and Octavian ordered the First Army to form the initial wave. Expecting a long siege, the Yrenzalore confederacy had reinforced the lower levels of its hives, planning for a ground assault. Instead, thousands of Arvus Lighters swarmed the city whilst Tross Heavy Landers dropped heavier armour once the upper hiveport was secured. This allowed Veletaris sections from the 1212th Cohort to spearhead an assault to the governor’s palace.

Engineers from the 1212th clearing a vivo-dome on Yrenzalore.

Unprepared for such an assault, by morning pict footage was circulating showing the corpses of the former governor and his family alongside a writ for compliance. The remaining hive governors sued for peace within the hour. [Addendum penned by Corps Logisticae adept Quintus-grade: whilst the planet sued for peace within a remarkably short period of time, in truth some two million Imperial Army soldiers were stationed on world post compliance. Even by the outbreak of the Heresy these troopers were engaged in routing out remnants of the old regime.]

Impressed by the brutal efficiency of Dymov’s new army, Horatio would jokingly take to referring to the First Army as his Speartip.

First Army Staff

Dymov is seen here coordinating the war on Stepind IV in 004.M31, accompanied by Primistiarios M’Lem and several members of his staff. Dymov often eschewed the protection of his Leviathan Command Vehicle, instead preferring to lead on the field and rely on communications from his headquarters to keep him fully up to date.

Whilst certainly an unorthodox approach for army-level command, Dymov maintained it made him lead better if he could “smell the battle“.

Because Dymov was therefore frequently away from his intelligence hub, he relied of M’Lem to ensure any relevant information was fed to him. This was particularly key for the First Army as it required close cooperation between the army and navy elements to avoid a catastrophe.

M’Lem holds the rank Primistiarios, a title meaning he is the senior astropath in the First Army and capable of directing his own choral-proclamations. He is also actually the fourth M’Lem in his family to serve Dymov, being under a Dynastic Deed of Supplication to support him. Given the toll sending messages takes, astropaths do not typically have a long life expectancy. It speaks to the volume of messages that Dymov sends that four generations of astropaths have served him.

The unidentified staff officer wears the blue beret and grey fatigues common amongst the wing of the Expeditionary Fleet Logistics Corps responsible for staffing all fleet headquarters above the regimental level.

He can be seen holding written orders for dispatch to Dymov’s corps commanders, along with a portable vox-caster. Dymov had a reputation for calling commanders all the way down to the company level where they failed to live up to his unrelenting expectations.

Dymov relied so heavily on the EFLC partly due to his experience as Hipparch-Officio Locum and the need for constant supply. This proved fortuitous across his campaigns as the First Army were seldom affected by the supply issues that plagued other armies – most notoriously the Fourteenth Army on Portus.

First Army Badge

Like the rest of the 1st Army Group, the First Army changed its badge when the fleet received new orders in 956.M30. It replaced its heraldic hypogryph with the badge shown here. The yellow represents the light of Terra whilst the blue ring is the unchartered space into which the fleet was now headed. Finally the red numeral distinguishes the First Army from the other units in the army group.

The Dragons Are Coming!

So I have a lot of decks (nothing compared to Stu) but my Miirym deck is always one that seems to draw me in. I love how the deck works and the speed in which it can get up and running. With that in mind, I wanted to do a blog post to share with you the things that have made me fall in love with it.

Since getting into MTG, I really wanted to make a dragon deck but I couldn’t find a commander that I felt passionate about. I also wanted to expand into a three colour deck as my previous decks were mainly dual colour and I have previously stuck to colours I am familiar with (mainly avoiding blue). The reasons I had avoided blue before is that it felt very interactive and when I first got into MTG I was having a hard time sequencing my own turn, let alone casting spells on other peoples turns. However, as I developed my understanding of the rules it felt like a good time to take the blue pill and ruin my friends days with many, many counterspells.

Slight disclaimer… I know that Tiamat and The Ur Dragon are amazing dragon commanders but at the time of making the deck I did not want to play 5 colours. I just could not build up the brain power to figure out the right mana base and the more colours = more options to include and I am a very indecisive person.

When WOTC released Baldurs Gate and I saw Mirrym, it was love at first sight. I had been wanting to play a three colour dragon deck with blue for such a long time and now it was finally possible!
Miirym works so well as a commander, it has evasion with flying, built in protection with ward 2 and makes a token copy of dragons entering the battlefield. In addition to this it is a 6/6 which makes commander damage a definite possibility if all else fails.

So I started building the deck, I bought the Draconic Destruction starter deck to get me going with some dragon tribal staples, Scourge of Valkus and Dragon Tempest to name a couple. I then started adding some big hitters Old Gnawbone, Klauth Unrivaled Ancient, Atarka Worldrender, Terror of the Peeks, Goldspan Dragon and Utvara Hellkite seemed like a good start.

After adding in some big dragons, I thought about how to take advantage of Miiryms ability. If I can clone my commander and flicker my dragons I could create an unstoppable engine that would just overwhelm my opponents. So I added Sakashima the Impostor, Deadeye Navigator, Planar Incision, Spark Double and Blur to name a few.

There are a few cheeky infinite combos in the deck as well which adds to the unpredicability of the deck. This makes it harder for my opponents to figure out how I am going to win. An example of this is, Deadeye Navigator paired with rapacious dragon creates infinite mana with Miirym on the battlefield.

Miirym is what makes the deck tick and without him it is a hard slog to get value out of the deck. So I wanted to be able to counter everthing that looks at Miirym the wrong way!

I have 4 counterspells knocking around in my deck list. This means that there is a good chance I will have at least one of these counterspells in my hand during the game. OG Counterspell is amoung them alongside Swan Song, Mana Drain and Fierce Guardianship. I originally had 7 or 8 counter spells in the deck but it just did not work. So I took a couple out and added in a few generic blue removal spells which were better at answering problems on the battlefield.

I have also added some other cool cards to the deck list, namely a Dockside Extortionist and a Mana Vault!

What do you guys think of the deck?

What’s on the Cards – September

Continuing on from last month, in today’s blog post we take a look at what the three of us have been up to in the world of Magic the Gathering.

Tom

After a pretty crazy month of upgrading my Miirym deck, I have had a bit more of a relaxing time trying out my decks and figuring out how to tweak them. It was amazing fun bring my newly upgraded Miirym deck against Stu’s Sheoldred deck and they definitely have a lot of spice.

I played a game with my Trelasarra deck. The main premise being that I was to gain lots of increments of life so that Trelasarra, Moon Dancer gets as many +1/+1 counters as possible. Whilst playing the deck I discovered a subtle but fun infinite combo that I had no idea was even in my deck.

Playing Cleric Class (upgraded to level 2) and having Spike Feeder on the battlefield allows me to gain infinite life! I remove a counter from Spike Feeder to gain 2 life, which triggers Cleric Class and I put a counter back onto Spike Feeder, then I remove another counter from Spike Feeder and so on. Interestingly when Trelasarra is out she also gains counters and scries, so I can essentially scry infinite times and give her infinite counters. It was a fun little combo that I didn’t intentionally put in the deck and it was a pleasant surprise when Stu and I discovered it.

Other than that, I have been toying around with adding more enrage to my Vrondiss deck. I have always struggled to really find this deck’s aim and have lent towards the infinite Vrondiss, Rage of Ancients trigger combo (see my blog post on that here). However it can be really hard to pull off and the deck will just end up doing the same thing if left unchecked. I decided to take out some cards to add in some enrage dinos so that I can ping them for their triggers instead of always going down the Vrondiss combo route. They are still in the post and will hopefully arrive soon 🤞.

Next month, I think it might be time to give my Knight tribal deck a bit of love.

Stu

Haven’t played as many games this month but had a couple high powered games with my tuned up Sheoldred deck and also been messing around with my Sefris, dungeon deck. My dungeon deck is just so much fun to play and has lots of interesting mechanics around the dungeon, reanimating and flicker effects. It’s mana base is a bit questionable and, as I enjoy playing it so much, I wanted to make it a bit more consistent. I love the art on the various ‘diamond’ cards but the coming in tapped effect is just too slow. Plus my deck wants to have lots of monsters to mill (as milling creatures triggers my commanders ability) and it always feels so bad milling an artifact!

The cards I added were:
Ornithopter of Paradise which is a creature and a mana rock which adds to the decks synergy and consistency. Arcane Signet and Commander Sphere – commander staples which help me fix my colour base better and don’t come in tapped! Bye bye alternate art diamonds – at least you’ll look cool in my binder!

Not only does this card have cool rules, but it’s art is stunning!

Next on the cards is some deck building around a cool card I opened a while back – Gandalf the White! I don’t play a lot of white decks and I don’t have a mono-white one so this looks like a chance to explore it more. I think it will be an artifact heavy deck and looking at putting together a list to try out. Here are some of the ETB artifacts I’m considering sticking in alongside Gandalf. Excited to use the Eye of Vecna as a big D&D fan. Hoping to add ways of recurring artifacts too so they get multiple ETB effects. Probably not going to run too many legendary creatures in this deck, as the focus will be artifacts, but these seem to be too good to pass on for now!

Jamie

It’s been a bit of a manic month for me lifewise and, having overhauled my Shrine deck last month, I was keen to just play with my existing decks for a bit rather than tinker too heavily.

That said I did add a couple of new enchantments to my shrine deck, namely Copy Enchantment and Bitter Chill. Bitter Chill should help with making sure I have a bit of counter play – lacking any instants or sorceries means I have to get a bit creative! Copy Enchantment just seemed a fun add so I could do some more shrine based shenanigans – getting extra triggers with the Sanctum of All or copying Sanctum of Fruitful Harvest to ensure I generate loads of mana!

I played some games with my Kamiz, Obscura Oculus precon over the last month. As this deck involves a fair bit of card theft it is hard to play online and so, when Tom and I met up in person it seemed right to get this out. It performed surprisingly well, with some key pieces able to really benefit from being made unblockable. I do not want to upgrade it too much, but with a few extra cards I think it will be quite strong.

To my delight I pulled an Ur-Dragon from a booster, so clearly at some point I am going to have to create a deck for it! For the time being though it will have to sit in my cool cards binder.

First my Shrine deck, now this guy – looks like I’m becoming the WUBURG guy

Finally, I pulled Heartflame Duelist recently. Whilst it is a fairly innocuous card in itself, it sparked something in me and I want to put together an instant/sorcery deck – especially given most of my other decks are very creature focused. I figured I should add some blue too just to give myself access to some funky noncreature spells. So I’ve started looking for possible commanders, with either Gandalf of the Secret Fire or Kykar, Wind’s Fury as the current front runners. Let me know if you have an ideas!

The ability to give instant spells lifelink seems really cool, particularly as red has a lot of direct damage spells!

All images are taken from the Magic the Gathering card database – can be accessed at https://gatherer.wizards.com/Pages/Default.aspx

What’s on the Cards – August

In the first of a new regular feature, here’s a run down on what we’ve been doing with our MtG decks this month.

Tom

I recently decided to try and make one of my decks a little more powerful so that it stood out amongst my other decks. My Trelessara, Vrondiss and Miirym decks have previously all been fairly similar in power level and I wanted to add some spice to one of them to play higher power level games.

I chose to spice up my Miirym deck, which unbenownst to me would start an arms race in the MutantSnakeEyes that could rival the cold war.

I went a bit mad and ended up adding around 20 cards to the deck. I started by streamlining some of my creatures. Adding Sakashima the Imposter, Adrix and Nev and Spark Double to clone Miirym and other powerful dragons, whilst also being able to double up on the tokens Miirym generates. I also took out some of my weaker dragons and added in a Goldspan Dragon, Birds of Paradise and Sarkhan the Unbroken.

Next I tried to focus on improving my fast mana, board interaction and card draw. I added a Blasphemous Act, Vandal Blast, Cyclonic Rift, Rhystic Study, Dockside Extortionist and Mana Vault to the deck.

The changes I have made have definitely increased the power of this deck and whilst it has changed drastically, the next upgrade will be to sort out the land base. However that can wait until another another month!

Stu

This month Tom and I have been in an escalating arms race/egging each other on too much. We both wanted to have a higher power deck for some gaming variety. I thought a mono-coloured deck would be best so I didn’t have to spend all my money on a fast-land base!


My favourite colours are black and blue and out of my current decks my Sheoldred deck has more potential than my mermaid deck! Also Tom opened an Imperial Seal and a Vampiric Tutor over the years which I have beg/borrowed/stolen off of him so mono-black it is!


I opened a couple of Sheoldreds in packs a while back including an extended art one and have been playing with it from time to time but it lacked some punch and needed some upgrades. I added in some fast mana with a Jewelled Lotus and an Ancient Tomb – I found the Balin’s Tomb alternate art which looks awesome and suits the dark theme of the deck. Added in some unexpected removal with a Deadly Rollick to help me slow down opponents. Renaminate is one of my favourite cards and is a way of casting my commander for 1 black!! Good combo potential there! I had a couple of games with loads of cards and no mana and so Skirge Familiar is a cool way of getting extra mana by discarding cards. Maze of Ith is really helpful against Voltron decks but also protection for my commander if she gets goaded. Imp’s Mischief is a way of protecting my commander and combo pieces whilst also bouncing

Looking forward to trying out the deck more and making some more tweaks once I have a better idea of how it plays. 

I also discovered a cool situational infinite loop in my Minsc deck (that I didn’t know existed) whilst playing with it this week! Boo attacked with the Sword of Hearth and Home equipped and Akki Battle Squad on the table. My opponents were playing a white/green deck and a WUBURG deck with only white/green creatures on the board. So when Boo attacks it triggers Akki and untaps itself and triggers a new attack step. Then Boo does damage and blinks in Akki due to the trigger on Sword of Hearth and Home. Then when he attacks next step he triggers the new copy of Akki, which untaps him and generates a new combat step. Then rinse and repeat! Only works if opponents have no creatures or only white or green ones. But a cool janky combo for sure – and it also dumps out tonnes of lands!

What’s instore for me next month? You’ll have to wait and see but for now fly you fools!

Jamie

Whilst the other two have gone a bit bonkers tweaking/ramping up their decks, I made the most of the Enduring Enchantments precon to improve my shrine deck. You can read a fuller breakdown of the deck here, but essentially it’s a slightly janky version of the WUBURG Go-Shintai of Life’s Origin in that everything is an enchantment (meaning I can run Umori as a companion). When I first built the deck I crammed it with what enchantments I could find from the cards I had, but when I saw WotC was releasing an enchantment focused precon I knew I had to get it.

I ended up taking out about 15 cards in the end and replacing them with the below:

Given everything in my deck is an enchantment, you’ll see a lot of these synergise nicely. Some standouts are the Doomwake Giant that gives me some counter play/removal for my opponents, whilst Cathar’s Crusade and Boon of the Spirit Realm both buff my shrine tokens nicely.

Having played a couple of games with it recently, I think the changes have definitely improved it – it plays a lot better and I can do some pretty fun stuff with it. However, I’m still largely going to be relying on others around the table for removal/counter play when an opponent plays something nasty!

In other news, I changed one card in my squid deck – though that card happened to be my commander! Arixmethes has moved into the 99, whilst Kiora, Sovereign of the Deep has taken the reigns.

Both Tom and Stu suggested this commander and, whilst it still plays the same ‘spawn big squids, make them unlockable and crush my opponents’, Kiora adds a bit more tempo to the deck by letting me cheat out more denizens of the deep! This has been great fun as I have ways to cast my squids cheaply but still reap the reward of their high mana cost by casting spells using Kiora!

Jamie’s Decks

Hi everyone! So like Tom, it was Stu who introduced me to Magic during the DnD sets. When I took a look at the precons one immediately stood out: Galea, Kindler of Hope. Generally I enjoy playing decks with fairly simple gameplay strategies and a fun theme, but I’m starting trying out some more complicated ones!

Unrelated to anything else but it seems pertinent to add – I have an uncanny ability to order French cards by accident!

Hi I’m Galea, could I be wearing any more artifacts?!

Galea is my first and most tuned deck. It’s essentially a Voltron deck designed around manipulating the top deck to make the most of Galea’s ability to play artifacts and auras from the top of the deck.

The game plan is pretty simple, it’s all about tooling Galea up and relying on commander damage to win the game. To do that I need ways to get round blockers – either with trample or unlockable damage. Whilst I do have some equipment that does this, like the Behemoth Sledge and Hedgewitch’s Mask, I find instants are more helpful. This is because my opponent knows what equipment I have on Galea, but doesn’t know what instants I have in hand. So I can swing out with Galea, let me opponent chump block with a 1/1 and then play something like Massive Might or Bull’s Strength.

However, to make this work I need a few ways of either sourcing what I need or manipulating the top deck. Things like Curate and Nazahn, Revered Bladesmith help out with this.

Finally, I recently went through and added some counter spells – with all my hopes pinned on Galea I needed ways to counter targeted removal that hits her. Also Galea has blue so might as well make use of it!

Decklist – Hi I’m Galea, could I be wearing any more artifacts?! – Galea, Kindler of Hope – Voltron

Maximum Blood Tokens

The second precon I got was Strefan during the Innestrad set, which I’ve gone back and forth on. It has the ability to get out of control really quickly, and being able to cheat out vampires is really cool! However I’ve found that this tends to make me the target on board and the removal of a couple of key pieces (or a board wipe) sets the deck back which can be hard to recover from.

The key thing with this deck is ensuring you generate enough blood tokens so you can sack them with Strefan’s ability. Whilst some cards from the set do this automatically like Bloodcrazed Socialite and Olivia’s Attendants, Stu’s suggestion of a Sanctum of Stone Fangs has proven really good at this. Because it pings every opponent for life and Strefan’s second ability cares about who has lost life that turn it helps generate a bunch of tokens ahead of the next round of combat.

Some other standouts in this deck are Markov Enforcer (though be careful that their fight trigger doesn’t end up with them dying!) and Crossway Troublemakers for making all your vampires that bit more deadly on the attack and being a source of card draw as well (after all life is just a resource…)

All in all, it’s a decent deck that can swing for a lot of damage when needed. I just need to figure out how best to utilise all of the deck’s potential.

Decklist – Maximum Blood Tokens – Strefan, Maurer Progenitor – Vampire Tribal

Squid Happens

This was the first deck I built outside of a precon. Inspired probably my favourite cards: the Sharktocrab and Shark Typhoon, I wanted it to create a sea monster deck. I thought Arixmethes would be a fun commander as he is a massive sea creature being a 12/12, can tap for mana to help spawn other sea creatures and acts as a ticking time bomb on board with its slumber counters (who isn’t a creature when he first comes in so cannot be targeted!).

I eventually narrowed it down to Krakens, Leviathans, Octopuses and Serpents as there are a few synergies between them in a number of cards, particularly thanks to Serpent of Yawning Depths and Spawning Kraken.

Whilst it started as a bit of a fun deck, it actually works surprisingly well. I recently introduced a few ways to cheat out the monsters, such as the Quicksilver Amulet and Monster Manual as a lot of them have a high mana cost.

Then it’s simply about swinging out with as many big squidboys as I can and then using cards like Overwhelming Stampede just helps to solidify the victory!

When this hits the board with Galea there, all my creatures get +12/+12 and trample which usually is game over for my opponent!

Originally my commander was Arixmethes, but recently I decided to change the commander to Kiora, Sovereign of the Deep.

Decklist – Squid Happens – Kiora, Sovereign of the Deep – Deep Dwellers Tribal

Where the Sun don’t Shrine

A recent deck idea came out of a running joke in our group that my Strefan deck was actually Shribal. When I pulled Go-Shintai of Life’s Origin I knew it was fate and decided to take the plunge on a full Shrine deck.

As if that wasn’t niche enough, looking at a few similar deck examples on Moxfield I was inspired by the idea of running the deck as a full enchantment deck with Umori, the Collector as a companion. This means there are no instants, sorceries etc. As a result the deck can struggle at times in terms of counter play but there are a few ways of ‘removing’ with enchantments, such as Imprisoned on the Moon and Doomwake Giant.

In general I’ve found this deck to play like time itself, slow, steady and inevitable. It builds up a lot of momentum but can take a bit of time to get there. It has ways of generating a lot of tokens other than shrines and because everything in the deck is an enchantment, cards such as Enchantress’s Presence and Hallowed Haunting become even better!

It’s even possible to go semi-voltron on the commander, with cards like Ethereal Armor seriously buffing a creature!



The only thing I think it lacks is a good wincon currently – it creates a lot of shrines, spirits etc and whilst I don’t have a super obvious way of quickly closing the game out, with cards like Boon of the Spirit Realm and Cathars’ Crusade I can buff up my shrine tokens and other creatures to surprisingly big power/toughness!

Decklist – Where the Sun don’t Shrine – Go-Shintai of Life’s Origin – Shrine Tribal

Other than this, I also have a couple of precons that I enjoy as is, namely the Tyranid Swarm deck from the 40k sets (basically my Squid Happens deck but with space bugs!) Obscura Operation from New Capenna (an interesting deck around player damage triggers) and Tinker Time from March of the Machines (who doesn’t love Gremlins?!). Next up will be looking at one of the LotR decks for sure, maybe it’s time to swear my allegiance to the Dark Lord…

All images are taken from the Magic the Gathering card database – can be accessed at https://gatherer.wizards.com/Pages/Default.aspx

Dicing with Death – Rout on Attritia

Last week Jamie went along to the second day of Attrition Gaming’s Heresy Boyfriends event, teaming up with Matt (@hereticalarchitect on Insta) and his awesome Ultramarine tank company. It only seemed right to pair his list with a mechanised Solar Auxila force! It was such a fun event, read on to see the two games went down…

When Decius Hispanus, commander of the Ultramarines 316th armoured company ‘The Wardens of Iax’ sent out a call for aid to nearby loyalist units, Horatio Octavian II of the 1212th Piscaen Cohort answered. He diverted his flagship and the embarked 22nd Assault Group to aid in the defence of Artritia.

Comprising the 22nd Mechanised Battalion along with elements of the 121st Engineers and the 17th Armoured Tercio, the 22nd Assault Group was designated a fast, capable and experienced line force that was more than suitable of independent operations.

Arriving in system, it was clear that Attritia was falling to a traitor assault and Horatio was shocked at reports of both Lorgar and Alpharius in the warzone. What could be so great a prize that two demigods were here?

Long enough assumed to be a rumour as part of a false flag operation, a chance scouring of the polar datalake revealed this pict showing someone wearing The Pythian Scales in combat against the 316th armoured company. It is currently the only confirmation of Alpharius on world.

Operation Righteous Lightning

Liaising on arrival, the loyalist commanders made their plan. Named ‘Operation Righteous Lightning’, Hispanus and Horatio decided to deploy a massive armoured thrust in a wide front across the Terarxian Plain. This force would drive a wedge into the traitor lines and crush the Aurelian Host beneath their armoured tracks before Solar Auxilia infantry deployed to hold ground against the traitor counterattack.

Formed up ahead of the Battle of the Terarxian Plain, the combined vehicles of the Wardens of Iax and the 22nd Assault Group presented a formidable front.

Whilst the loyalist force initially made a lot of ground, they became bogged down after firepower from the Word Bearers land raiders drove the force together and narrowed the front of the assault. The loyalist position was made worse when, seemingly out of nowhere Raven Guard units appeared and opened up with guns and grenades. Whilst the bulk of the legion had remained loyal, these assaulting astartes bore the same signs of corruption as the Word Bearers and we’re therefore declared an enemy.

[Explanatory addenda penned by Corps Logisticae adept-tertius: this force has now been identified as the Ashen Talons, a unit of Terrans assigned to the Word Bearers since the early days of the crusade. Originally thought lost at some point during The Great Crusade, it is clear now that instead they fell down the same dark path as the Word Bearers.]

This assault by an unexpected enemy caused confusion amongst the loyalists, with Captain Hispanus himself being injured by a Raven Guard sniper. This confusion allowed the Word Bearers to get amongst the loyalist force, at which point marines more monster than man disembarked and tore into the Solar Auxilia.

Although the loyalists fought valiantly in the face of such horrors, the arrival of Lorgar on the battlefield proved decisive, with the loyalists unable to penetrate the traitor armour and Lorgar using the power of the warp to massacre the Solar Auxilia infantry.

A support drone recording of a figure, later identified as the Primarch Lorgar, unleashing some unknown and yet potent dark energy. [Explanatory addenda penned by Corps Logisticae adept-tertius: Distribution of this pict is restricted to Expeditionary Staff of solitus-alpha clearance.]

With Hispanus injured, Horatio took command of the situation and ordered a retreat from the battlefield. Operation Righteous Lightning had failed.

The defence of Bastel

Falling back, the 1212th and the Wardens of Iax attempted to re-group amongst the ruined fortress of Bastel. However as they pulled up, proximity runes flashed and the smell of ozone filled the air. Before the loyalists could do anything, a large forge of Alpha Legion terminators appeared and drop pods thundered down over the horizon.

Before the Traitor assault, the 121st engineers were servicing the 22nd Assault Group’s vehicle pool. They were then one of the first units to engage the Alpha Legion after a terminator squad arrived in their midst. No engineers are recorded as having survived this battle, with their names added to the Register of Heroes.

Although the loyalists reacted quickly to this new threat, they were unable to get the distance required to put their guns to effect nor were they able to knock out any key traitor units. Before they could do anything else, the Alpha Legion and Word Bearers were amongst them.

Later investigations showed that the Alpha Legion were able to deep strike into Bastel with such accuracy due to a homing beacon being activated in the loyalist force. Although the specific culprit for this was never identified, this clearly shows a deeper level of infiltration than high command thought was ever possible.

Huge mutated monsters disembarked and the Solar Auxilia infantry once again faced these horrors in combat. Though they were able to kill a number of them, the auxiliaries were slaughtered to a man.

Men from Sextus Tercio engage in a close-quarter firefight against the Word Bearers. Despite the added lethality of their Blast Chargers, the auxiliaries were outmatched by Astartes.

Meanwhile the Alpha Legion terminators engaged the Ultramarine vehicles and made short work of them with their chainfists.

Shown here is Tercio Primaris, 22nd Mechanised Battalion disembarking from their Dracosan transport. Despite this brave counter-attack, the Veletaris were unable to stop the traitor advance.

Captain Hispanus and Horatio Octavian II realised that this position was hopeless and, with 17th Armoured Tercio forming a rearguard, the rest of the loyalists fled to the 1212th landing area. The 17th gave their lives dearly and made enough time for the rest of the loyalists to get off off world. With the limited time, only the Solar Auxilia crews made it, but they made sure to scupper their tanks as they left so they could not be used by the enemy.

Pict-recording of some unknown entity atop a disabled Dracosan tank abandoned during the retreat from Attritia. As the Horus Heresy continues, sightings of such beings are increasingly common and such monsters have now been identified as some specialist unit within the Word Bearers infused with dark energy.

Aftermath

Following the retreat, the 22nd Assault Group re-grouped with the rest of the 1212th Piscaen Cohort and the 216th Expeditionary Fleet in the Xyphos sub-sector (which had subsequently become embroiled in massive-scale warfare). Given the massive losses it had suffered (both in terms of men and equipment) the 22nd Assault Group was declared combat ineffective by the Corps Logisticae, and the surviving men re-assigned to other tercios in the 1212th.

Although the campaign itself has gone poorly, the Ultramarines were impressed by the skill and armoured might of the Solar Auxilia and would request their assistance in future warzones.

The 316th Armoured Company accompanied the Solar Auxilia to Xyphos, intent on using the Forge World of Hephaiston to re-supply. Seeing the dire situation in the sub-sector, they decided against attempting to re-join the legion. Instead they would strike out against the Traitors in Xyphos and secure the region for the Loyalists.

A Vrondo Combo! (Part 1)

I don’t run many infinite combos in my decks, I actually do not enjoy playing or playing against two card auto win combos and I know that my two compadres also feel the same.

That being said I have one deck that is all about combos, however it takes a lot of cards and puzzle pieces to actually get it to work. The deck will normally end up comboing out but it is easy to stop because it requires 4+ cards and is quite well telegraphed, it also only happens after turn 8 at the earliest.

There are a few combos in my vrondiss deck which is what makes it fun, I don’t just cast two cards and say “I win, here’s the combo”.

I can make infinite tokens, I can ping my opponents for infinite damage, I can create infinite treasure tokens, I can draw my entire deck. Below I will go through some of the combos… But please consider there are probably more combos that you can do.

DISCLAIMER – I make sure that when I am about to go infinite I let my opponents know. I don’t tell them which pieces are the key ones because I feel that they need to be able to threat assess. However I will say something like “I am about to make infinite tokens” so that they know to look for things to remove or counter. I just feel it gives them a fair chance and doesn’t leave them feeling like they have lost out of nowhere with answers in their hands.

I know this DISCLAIMER is not how everyone chooses to play and that’s cool. I just don’t want to sprinkle any salt towards my buddies when we are playing.


Here is an example of the infinite token combo with Vrondiss Rage of Ancients:

Cards needed: Vrondiss Rage of Ancients, Terror of the Peaks/Where Ancients Tread (or equivalent), a way to make Vrondiss indestructible and a way to damage Vrondiss.

DISCLAIMER – to make this combo work you need to have a card that deals damage when a creature ETBs. If the Dragon Spirit does damage when it ETBs then it will sacrifice itself and it will not create infinite tokens. For example Where Ancients Tread deals 5 damage when a creature ETBs, whereas Dragons Tempest has the creature do the damage so it will not create infinite tokens.

The set up: have Vrondiss, Where Ancients Tread and any way to damage Vrondiss (I will use Cunning Spark Mage for this explanation) on the battlefield. Have a way to make Vrondiss indestructible in your hand (Withstand Death is a good example).

With the set up listed above tap your Cunning Spark Mage targeting Vrondiss, with this on the stack hold priority and cast Withstand Death also targeting Vrondiss. He will become indestructible and then will delt 1 damage by Cunning Spark Mage.

This damage will trigger Vrondiss‘ enrage ability and he will create a 5/4 Dragon Spirit token.

When this token ETBs it’ll trigger Where Ancients Tread and you need to have its ability target Vrondiss.

Vrondiss will take damage from Where Ancients Tread and will create another 5/4 Dragon Spirit token but Vrondiss will not die because he is indestructible.

This new token will trigger Where Ancients Tread again and this process will repeat infinitely.

The result will be you having infinite 5/4 Dragon Spirit tokens.

I like to talk my opponents through the process a couple of times so that they can see it will be infinite.


So there you have it! The first of the Vrondiss infinite combinations.

Remember to combo responsibly!

MSE – 2023