Author Archives: Troo

How to create great characters

RPGs

Any player or GM participating in a role-playing campaign should strive to know as much about their characters as the character would know about themselves.

If you want to portray a three-dimensional person who has a life all of their own you will need a really good idea of who they are, what events shaped them, how their past informs their outlook on life, and why they want whatever it is they’re after. This goes for PCs and NPCs alike: don’t cheap your hard-working players by giving them transparent NPCs to interact with. A pause while you struggle to make up an answer to an unexpected question can interrupt the flow of a game.

Two-dimensional characters often come about from an outline such as this:

David was born in 1965. He discovered he was a wizard at the age of 13, and since then has been studying really hard. He is now a really powerful wizard. He lives in San Francisco.

What? Is that it? David’s whole life revolves around him being a wizard? Has he no family, friends, rivals, enemies, pets, favourite foods, lovers, overdue books at the library, or any other influence which could turn him from a dull set of facts into a living, breathing person?

You might be making  a powerful wizard living in San Francisco, but he’s also a human being. Well, he is for the purposes of this example. Here’s a shortish checklist of things a human being generally knows about himself*:

  • Birthdate of himself, his parents, his siblings, long-term partners and friends.
  • The schools he attended.
  • What pets he or his friends / family had.
  • How popular he was at school, and whether or not he’s still in touch with school friends.
  • His employment history.
  • When and where he met his best friends and / or lovers.
  • Their names (usually, although it speaks volumes about a character who can’t list his lovers).
  • What he likes and dislikes (from food and drink, through to holiday locations, political viewpoints, and “certain kinds of people”).
  • Date of death of anyone important (a parent, a sibling, a best friend).
  • Hobbies.

That is your starting point for a human being. If your character is from another race, he’ll know just as much about himself, as well as facts pertinent to his race’s culture – he may not know what “school” is, but his race might follow a rigid path of indentured servitude or military service, about which he’d know just as much as a human does about their school days.

If your character is an amnesiac, you still need to know these things. Your character may still have enemies, but he is unaware of them. He may be up to his eyeballs in debt, and not know. But you, his creator, must know, unless he’s a PC and your GM is willing to do all the graft for you.

Once you have the bare bones, layer in what makes your character stand out from the crowd. What makes him the hero, the antagonist, the ally, or the Tin Dog? What makes him get his arse off the sofa / rock / grassy knoll and get involved in a story? Much of this comes from the world the game is set in: If your world is contemporary London with Vampires, did a Vampire kill his sister? If your world is a distant planet with spleen-sucking aliens, did he witness a spleen being sucked and get so terrified that he’s acting purely in self-defence? Has he been living a dual life, or has this taken over his life? Is he in contact with his world, or has he been removed (or removed himself) from it?

Since stepping off the path of dull, normal life, who has he met? Has anyone taught him what he now knows? Has he teamed up with others who seek the same goals? Is he still with them? If not, why not? Has his new life utterly changed his personality? Was he an easy-going guy before dog-faced beetles chewed his father’s head off? Have new-found powers made him overconfident, or does the new playing field scare him to death?

I mentioned earlier that your characters are after something. This is vital. Without desire, they won’t move forward.

All your characters must want something.

All your characters must need something.

What they want and what they need are two different things.

So let’s look at David the San Francisco wizard. Let’s say we now know what school he attended, what happened to his parents, who mentored him in magic, and all those other great facts. Instead of a couple of lines we now have two or three pages of background (or more – don’t be shy now). With all these facts you’ll have a better idea of the kind of guy he is – trust me, you will. How he’s dealt with enemies in the past will inform how he deals with them in your campaign. Does he hurl fireballs, or does he retreat to the library and research his foe? Is he too prone to losing his temper, or is he such a perfectionist that enemies run unchecked while his nose is in a book?

What does he want?

Why does he do what he does? Does he want to become all-powerful, or does he want revenge? Does he want to protect those unable to defend themselves, or does he want to rule the world? Does he seek to cure his wife from a Lich’s curse, or does he want to become a Lich himself? If he doesn’t want something, he won’t strive for it, much as if you don’t want money you won’t bother turning up to work every day.

What does he need?

Oh yeah. Now we’re down to the guts of it. What is it that your character needs, that he’s unaware of? What would truly solve his problems? He may want revenge, but maybe what he needs is closure, and revenge won’t give it to him. Maybe he wants to find that cure, but what he needs is to recognise and accept that even his power can’t achieve everything. Perhaps he wants to protect the defenceless, but he needs someone to make him feel protected.

What he wants and what he needs should conflict one-another. And the moment you give him either, his story is over, unless you can replace one want or need with another want or need. Remember that if you want a character to last a whole campaign.

Why is he here?

In writing terms, this is called The Crucible.  To put it simply, what keeps characters together needs to be stronger than what might pull them apart, or your PCs might all spin off into heroic loners and refuse to cooperate with the rest of the group. Like any good crucible, your characters might want to escape it, but the process might fundamentally change them.

GMs, don’t railroad your players. The key is to make your crucible so pervasive that the PCs want to solve the problem: Han Solo doesn’t want to fight the Empire, but he’s getting paid, and develops a soft spot for Leia, so he goes along; Frodo could sit back and decide the One Ring isn’t his problem, but the Shire is in danger, and if he doesn’t join the Fellowship he won’t have anywhere to eat his Second Breakfast; Sarah Connor’s hunter is not going to stop unless she makes it stop, or she will die.

Not all crucibles need to be so life-or-death. It could simply be a character’s day job to be involved, or he might be a decent guy who’d love to help out and is led by his own moral code.

It may seem like a lot of preparation work, but once your character is thrust into the game, you’ll feel ready to put him through the wringer!

*Herself, or any other gender you are making.

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I gots da fing, boss! Blood Bowl Team Manager Review

Blood Bowl Team Manager

I’m down with punching an Elf in the face as much as the next guy, so I had a go at Blood Bowl: Team Manager recently.

Opening the box, everything was as nicely produced as any other Fantasy Flight product. Excellent artwork, good quality cards, and a rules book which makes sense. No nasty surprises in there.

Gameplay is simple. You have a row of pitches, and a hand of cards which represents the players available to you to place either side of a pitch. Pitches offer different rewards for both attending and winning, but only two players can be involved on any single pitch, so you gain an advantage in going first by picking the pitch with the rewards you want to aim for over the next five rounds.

Each player takes a turn in placing one of their team in an available slot, and each turn takes as many cards as you start with that round – first round takes seven turns, second takes six, and so on. Cards have their abilities written clearly on them, so there’s rarely a need to refer back to the rulebook once you’re underway. Common abilities include beating the snot out of an opposing player, grabbing the ball, or cheating.

Cheats are represented by little tokens which you put on a team-member who is cheating, and they aren’t revealed until a match is over. These could include your star player being sent off for said cheating, but more often than not give additional fans or star rating to that player. Star rating’s what you need more of to win a match, but fans are what you need to win the game overall.

Overall I wasn’t really keen on this game. It suffers the problem where if you begin winning early on, you steamroll ahead of the other players and their ability to catch up by the end falls further and further behind. Winning yourself Star Players to add to your team early on vastly seems to be of more use than aiming for Staff or Team Upgrades (certainly from those which came into play during our game, at least), and the theoretically balancing aspect of Cheat Tokens only ever saw two cards sent off for bad behaviour. More often they led to matches which were close suddenly becoming vastly in the cheating team’s favour.

Verdict: 6/10.

It wasn’t bad, I just wouldn’t choose to play it if another game was on offer.

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Zombies! Leg it! Last Night on Earth – Review.

Last Night on Earth

I haven’t bought a boardgame in a while, so the other week I had a chat with our FLGS and walked away with this: Forty bob of zombie fun. That’s pretty damn reasonably priced for boardgames these days, so I gathered some willing victims and we set about fighting the undead hordes.

I was impressed on opening the box. Flying Frog have put a lot of thought and effort into this game, but they also aren’t scrimping on the physicals. Regular (hero and zombie) cards are thick and laminated, plastic pieces are nicely modeled and moulded, the board is wonderfully detailed, and the Scenario and Character cards are hefty pieces of dense card which won’t bend easily. Plus this game comes with its own soundtrack CD. Yes, while running around desperately trying to survive the zombie apocalypse, you can listen to some very good, atmospheric music which neither intrudes on nor makes the game any more serious than it intends to be. Everything in this box contributes in some positive way to the game overall. All art is shot using models who’ve gotten brilliantly in-character for each piece, and overworked in a painterly style. Even the art for various card abilities features the characters who are in the game itself.

It was easy to set up, easy to learn, and easy to play. We ran through the basic starter scenario, “Die, Zombies, Die!” which is weighted in the townsfolk’s favour, with two players handling two Heroes apiece and two handling Zombies. The heroes we randomly pulled out – Nurse Betty, Father Joseph, Billy, and Sheriff Anderson – complemented each other very well, and we clumped together in a small building so that we could be exchanging items and healing each other without too much effort. Betty got herself a shotgun and turned into some kind of ninja, Sheriff Anderson kept throwing away empty pistols then picking them up again the next turn (he really did have the shittiest rolls I’ve ever seen), and Father Joseph was being quiet and mild-mannered until he picked up a baseball bat, at which point he flipped out and started playing whack-a-mole with Zombie heads.

All in all our first game lasted around three hours with four players, and was awesome good fun. It’s really well thought-out, doesn’t take itself too seriously, and players aren’t left sitting in the lurch while others take their turns because cards in your hand might be usable in all kinds of situations. The other hero player saved Betty’s arse with a First Aid kit during my turn, and the Zombies were frequently enhancing each others’ zombies with their own cards.

You get several scenarios in the box, as well as advanced cards for both Heroes and Zombies, giving this game some serious replayability. Flying Frog then also have additional downloadable scenarios on their website, totally free. You can go buy expansions, but I’m thinking the core box plus the website freebies are enough to keep this game going for several plays before even needing one.

Verdict: 10/10. Highly Recommended.

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It’s taxes time! Orzhov deckbrew

I’m pretty sure that Extort should be good. It looks good, like all good water-wings. And like all good water-wings, they won’t save you forever, so you better make sure you have a plan for getting out of the water when things are starting to get desperate.

I’m a heartless bastard at times, so I decided to focus on this particular pairing:

AVR Exquisite Blood GTC Vizkopa Guildmage

With that in mind, it’s time to make a decklist!

Main:

4 Exquisite Blood
4 Vizkopa Guildmage
4 Blind Obedience
4 Crypt Ghast
2 Treasury Thrull
2 Alms Beast
4 Syndic of Tithes
4 Gift of Orzhova
4 Orzhov Charm
4 Sign in Blood
10 Swamp
10 Plains
4 Orzhov Guildgate

Sideboard:

4 One Thousand Lashes
3 Immortal Servitude
4 High Priest of Penance
4 Oblivion Ring

The Goal:

It’s deceptively simple: Survive long enough to get Exquisite Blood and Vizkopa Guildmage in play together. Drop your 1WB into the Guildmage’s second ability, then trigger a lifegain.

The lifegain options are essentially:

  • Extort any spell
  • Sign in Blood on your opponent
  • Attack with lifelink

If your opponent sideboards, then it’s possible they have some emergency Enchantment-destruction lurking around, in which case it’s time to go full-on Extort. Side in the High Priests to give them serious pause for thought about attacking. Get O-Rings and One Thousand Lashes in. Throw out your big beasts and the Gift of Orzhova. Give them so many Enchantments to waste Naturalizes on that sooner or later they run out, all while you Extort to death.

That’s the logic, anyway. Now I need to test this puppy out!

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Star Wars: Edge of the Empire Beginner Game Review

We’ve had this in the house for a while, but Christmas can get in the way of getting enough people together to roleplay. Finally, thanks to our FLGS opening a regular gaming club, we found both time and players.

Box

The game comes packaged in a box with everything you will need to play: A rulebook; a pre-written adventure; maps for that adventure’s key locations; four pre-generated character folios; and the dice.

Character folios? Not sheets? Yes indeed. You see, the Edge of the Empire Beginner Game is – as stated on the box – an introduction to roleplaying, not an introduction for roleplayers to one particular game. This box is singlehandedly doing what roleplaying has neglected for well over a decade: attracting new players to the whole hobby.

The character folios then, aren’t just a sheet with a myriad of confusing stats: They contain progressing versions of the same character, helping new players learn about Experience Points and character advancement. They contain a note on each double-page spread explaining how the dice work. There is a sidebar outlining your key skills, and on later spreads how advancement in different directions will shape your character. In short, there’s everything you need to adopt a pre-generated character and make them entirely your own.

game-layout

These characters are so carefully created, and so thoroughly ideal a match for the beginning adventure, that it’s next to impossible to have a bad time. The group has a powerfully strong motive to work together, and an equally strong reason to get the heck offworld. The adventure is very gently railroaded but manages to feel as though you have multiple choices: our group managed to evade and persuade rather than go toe-to-toe in combat in a couple of situations. The characters also don’t overlap one-another’s niches, and every one has a part to play in the included adventure: Pash seriously came into his own when it came to flying a ship; Vex was invaluable for both slicing and obtaining items we might have otherwise had to pay for; Oskara has some seriously mad carbine skills; and Lowhhrick is the close-combat specialist.

Fantasy Flight’s support is so good, though, that there are an additional two character folios available to download from their website: Sasha the Explorer; and Mathus the Technician. We had Sasha in play in our game, and she was superb at stealth and perception, frequently acting as our spotter. There’s also a second adventure, following on from the events in the Beginner Game. All this? Free.

They’ve released a dice roller app so that you don’t have to carry bags of dice to every game, and your players don’t have to start buying these very specific dice just to join in. It’s available for iOS and Android, and covers dice for both Edge of the Empire and the X-Wing Miniatures Game. Either version is only about $5 / £3.20.

It’s a great game, but more importantly it’s an ideal introduction to roleplaying. Looking for a way to bring your children into the hobby? Buy this. Looking for your first roleplaying game to try between yourself and a few friends? Buy this. Looking for an ideal game to help new members of your local games club learn to roleplay? Buy this. Star Wars fan who’s never tried roleplaying before? Buy this.

At about $30 / £25, it’s the ideal start to a lifetime’s enjoyment of one of the most enjoyable hobbies available. It isn’t a full copy of Edge of the Empire, and does exactly what it says on the box.

Verdict: 10/10. Highly Recommended.

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Epic Orzhov battle at Gatecrash pre-release

Know that feeling when you crack open your boosters in a Sealed event and get really awesome cards?

No, me either. But I got my Treasury Thrull, and had to make do.

GTC Treasury Thrull

Isn’t he lovely? 6cmc for a 4/4. Better hope I can last until turn 6 against Gruul or Boros decks, eh?

Out of my guild pack, I got absolutely nil cards of any serious use in the format: a single Orzhov Guildgate; one Boros Guildgate; no guildmages; one Boros Charm.

Boros Charm? Wasn’t that one of the cards I would guarantee to splash red for? You’re damn right it is, and I did. Because not only did I get a Boros Charm, I got a foil Assemble the Legion, and two Court Street Denizens.

GTC Assemble the Legion GTC Court Street Denizen

Suddenly what I was fielding wasn’t an Orzhov deck. It was Boros with a black splash to try and maintain my life total long enough for these two to begin working together. I didn’t get anywhere near enough cards with Extort on them for that to be a viable tactic (four, for those who are curious: four cards out of six boosters with Extort on them). I didn’t get enough critters with Battalion to rely on that either.

Did I mention that other than the two guildgates and a Prophetic Prism (everyone got one of those in their guild booster), I got no mana-fixing whatsoever? Mmm. This was going really well!

Round 1:

My first round was against a pure Dimir deck. My life totals were all over the place, as was to be expected, but his? Nope. For the most part I just wasn’t able to form a cohesive threat. I won the first game, but lost the next two. My opponent was a great guy, and we had a lot of fun chatting about the cards we’d pulled.

Round 2:

The Round from Hell. The app matched me up against the only other Orzhov player in the tournament, and he had also splashed red. He had also pulled remarkably awful cards. In fact we had a lot of sympathy for each other. At times our decks and plays were identical. The first game was over quickly as I struggled to form any kind of defence whatsoever. But the second?

The second was the most epic battle I have ever played in. We laughed. We cried. My opponent begged me to kill him so that we could have lunch. I suggested if he were that hungry he could concede, but neither of us were taking that option.

Rounds were 45 minutes each. We’d spent 10 on our first game. The second used the remainder of our round, then spilled over into our 15-minute comfort break. Our Judge gave us those 15 minutes to keep going if we wanted, and with grim determination we forged ahead.

Life Totals

This is what an hour of Orzhov on Orzhov violence looks like. Save yourselves: don’t participate in this kind of nonsense.

The round ended in a draw.

Round 3:

Round the Third brought me up against another pure Dimir deck. This was all over fairly quickly – she beat me hands down in the first game, but I won the next two. Finally, an outright win!

Round 4:

My fourth round was against the deck which went on to win the tournament: Boros with Gruul splashed. Again my opponent was absolutely lovely to play against, but even though I squeaked him down to 4 life in the first game, he came in and demolished my fairly comfortable-looking 12 in a single attack. In the second game, I didn’t even chip the paintwork.

Overall:

I had an awesome time. The people were friendly, the atmosphere was fun, and there wasn’t a sore loser to be found. I came 5th out of 16 players, which was fairly poor, but entirely my own fault: I made a couple of sloppy plays in Round 1 and again in Round 4. There were times I should have taken a Mulligan and didn’t, and there were times when I got muddled over my mana and found myself unable to cast the planned second spell of my turn because I’d tapped the wrong colour combinations. I refused to ask for take-backs, because I think unless you endure the consequences of your actions you just don’t learn from them so well.

Mr. Troo came second, and his prize was 8 booster packs. Naturally when we got home and opened them we found:

  • Two Lazav, Dimir Mastermind – one foil, one non
  • Deathpact Angel
  • Vizkopa Guildmage
  • Immortal Servitude

We also seem to have accumulated a playset of Consuming Aberrations, so I think that building a Dimir deck is highly likely in my very near future…

DRWTFENVNJAZ

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Painting Witchfate Tor, Part 2

All right, let’s finish this beast! Part 1 covered painting the majority of the stonework; now we’re going to carry on with what’s left.

Step Four:

I got bored at this point and decided to make a base to sit the tower on. This took a little planning. I wanted a base that was large enough to stand a few minis on, but not so massive that it would be a problem to store and transport. Ultimately I cut a sheet of MDF to approximately 45x25mm and glued 25mm styrofoam to it.

The next stage was to place the model’s base in the centre and draw around it, then carve out about 3mm of depth for the base to nestle snugly into the styrofoam. This makes the setting look a little more natural, and prevents the model sliding around if a stray arm knocks it during play.

Once I was happy with the outline, I took a craft knife to the edges and began carving. This was a somewhat haphazard process, as I wanted the rock to seem authentic. At some stages I glued additional pieces of styrofoam to the MDF to create staggered layers.

To protect it from aerosol propellants and make it tough enough for play, I liberally smothered it in readymixed all-purpose filler and gave that a day to set.

Then onto the Chaos Black primer! The edges of the base were drybrushed slate to match the model, and the top was drybrushed with a variety of browns and greens to create a mud and grass effect. I wanted the ground to become increasingly dead as it neared the Tor, and finished the area nearest the outline with dead grass sprinkles and a nice dead tree. After that all it needed was layer after layer of Woodland Scenics Realistic Water with a splash of red to make it look like rivers of blood were gushing out of the cursed building! D’aww!

To make the dead tree, I shoved a toothpick in at the angle I wanted, snipped the top off to remove the point, and glued it into place. Then I added a clump of tan-coloured lichen, glueing it to the toothpick. Easy peasy. A few blobs of Scorched Brown to the toothpick gave it more of a bark colour.

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Step Five:

I then got it into my head that what I really needed in here was a flickering firelight. The most arduous part was drilling through the centre of the comet in the base of the Tor – the plastic was at its thickest there. And not being remotely capable at soldering I decided to cheat and picked up a box of dirt cheap LED tealights. Disassembling one carefully, I glued the LED into the hole I’d drilled (carefully pre-measuring to make sure it was going to be a snug fit), then cut the “flame” housing and glued that in place over the LED to soften the light from it.

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Step Six:

The top is painted using largely identical techniques to the base: Slate for most of the brickwork, grey for the accents, then washes of colour for the major flagstones and drybrushing lighter versions of the top. Note that the centrepiece is missing from this photo so that you can see how slack I get when I know something’s going to get covered.

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Witchfate Tor, Completed:

As you can see, the levels really don’t fit together very well. I haven’t forced them – they can be a little more snug than this, but I took it gently for the photos. I’m considering taking out the floors of each storey and pinning the tower together. This’ll make it less portable, but it’ll be sturdier and look better.

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Let me know what you think!

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Painting Witchfate Tor, Part 1

Witchfate Tor is a bugger of a model. Let me just be totally up-front about that. It’s badly moulded, and if you aren’t careful you’re going to cut your hands to pieces trying to get it into shape. It also falls apart pretty easily if, for example, your cat decides to shove it off a shelf. But I have no fear, and I have painted the beast!

Step 1:

I primed each part with Chaos Black. I prefer priming before assembly with some pieces, and as Witchfate Tor is round,  it worked better for me to do so this time.

Deciding on a colour scheme of slate and grey stones, I went crazy with the drybrush to start, laying down blocks of colour as a guide: Fenris Grey Foundation for the slate areas; Adeptus Battlegrey Foundation. You’ll already notice that I have pots of paint lurking around from before last year’s new range came out, but don’t worry: DakkaDakka’s Paint Compatibility Chart is here to help!

Witchfate Tor WIP 2

Witchfate Tor WIP 1

Step Two:

More drybrushing in the following order:

  • Slate stones: Shadow Grey; and Space Wolves Grey.
  • Grey stones: Codex Grey; and Skull White.
  • Door arches, skulls, and other stonework and carvings: A 70/30 mix of Scorched Brown and Chaos Black; Foundation Dheneb Stone; Vallejo Bonewhite.
  • Wood areas: Scorched Brown and Vermin Brown.
  • Roof tiles: 70/30 Scorched Brown and Chaos Black wash, arbitrarily painted over with Red Gore to avoid it looking too even.

Witchfate Tor Level 1

Witchfate Tor Detail

Step Three:

Time to focus on the flagstones in the base, just in case I ever want to use the base as a ruin. The entire base was painted the same slate as the majority of the brickwork, then overpainted with other colours. First a thin wash, then stippling on a thicker layer, before stippling the paint on neat (but dry). After that I made a 50/50 mix of each colour with Vallejo Bonewhite and stippled that over the lighter areas, then drybrushed the outer edges of each flagstone with it. Finally a drybrush around the edges with Skull White. All dark metallic areas are Tin Bitz, and the lighter ones are Burnished Gold, and skulls are just a drybrush of Vallejo Bonewhite.

Witchfate Tor Base 1

Witchfate Tor Base 2

The Completed Tower:

The floors are a tight fit, and it can feel heavy-handed forcing them to sit right, but I’m very pleased with the paint job so far.

Witchfate Tor Detail

Coming in part 2:

  • The top floor.
  • A hand-carved base.
  • Internal lighting.

See you soon!

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Assemble the Legion!

It’s that time: Wizards have released the full image spoiler for Gatecrash, and now we have five days to think before the pre-release.

Obviously we can’t plan a deck. It’s sealed, and we only know for sure what one of our 90 potential cards will be. But I’m going Orzhov, and will absolutely splash if I pull a bomb that’s worth it, so let’s look at what’ll make me think twice.

Blue:

GTC Psychic Strike GTC Spell Rupture GTC Aetherize

I will splash blue in a heartbeat for any of these. I think counterspells are going to be my only real defence against bombs, and Aetherize will dispose of tokens and pesky +1/+1 counters in a flash. Psychic Strike has a handy side-effect, but I won’t be able to capitalise on it, because I’m not playing Dimir. Spell Rupture is far tastier, as I’m guaranteed to have a 4/4 body in the deck from the Treasury Thrull.

Red:

GTC Boros Charm GCT Skullcrack GTC Martial Glory

If I don’t pull blues worth splashing for and any of these come up, I’ll certainly think about adding red to the mix instead. Boros Charm is a board-saver for all those precious lifelinking, extorting creatures. Skullcrack is a cheap direct damage that can also give a nasty surprise to opposing Orzhov players, and Martial Glory could be the coup de grâce to help a blocked creature survive and add more power to one which broke through (or has lifelink).

And for the Orzhov?

GTC Cartel Aristocrat GTC Alms Beast GTC Vizkopa Guildmage

I’m going to be pleased as punch to pull any of these! The Cartel Aristocrat is a nice enough bear, and can help shed harmful auras. I’m reluctant about the Alms Beast, but it *is* going to kill much of what it blocks, and coupling it with either Skullcrack or the Vizkopa Guildmage should counteract its offputting ability. If I can field both the Alms Beast and the Vizkopa Guildmage, then I don’t mind donating lifelink to something I’m about to kill if I can farm 6 life off doing so.

GTC Beckon Apparition GTC Shadow Alley Denizen GTC Contaminated Ground

I love all three, and they’re cheap commons. Just look at them! Beckon Apparition gives a 1/1 flying Spirit token and an exile, for W/B. Shadow Alley Denizen is 1/1 body and potentially unblockable creatures, for B. Contaminated Ground gives you a way to slow your opponent down and make them pay if they need the speed for 1B. These are all very sexy cards. I will include these without a second thought.

GTC Executioner's Swing GTC Death's Approach GTC Balustrade Spy

Executioner’s Swing is Gatecrash’s 2CMC single-target removal. As with all black removals at this cost, it has a limitation. Well, sadly it actually has two, and it’s no guaranteed removal. But it’s a start, and it’s seriously worth including: we need all the removal we can get. Death’s Approach is fantastic, and will force your opponent to play around it if you slap it on the things they’re desperate to keep. It can defang Battalion effects, reduce Simic bonuses. Lovely! And the Balustrade Spy is a handy 2/3 flier with a handy grind built in; I might go for him if I also splash blue for Psychic Strike, but otherwise I may well pass.

And finally…

GTC Orzhov Charm GTC Glaring Spotlight GTC Thespian's Stage

I don’t know what to make of the Orzhov Charm. Being able to rescue a creature and all my auras could be useful. Throwing two mana to retrieve a 1CMC creature to the battlefield seems reasonable, but not exciting. Vitally, though, it’s another removal option, and it costs me the life that I should be making back with Extort and Lifelink… So it’s definitely a keeper, but I think I’ll have to see it in play before I’m completely sold.

Glaring Spotlight, of course, is just amazing. Could even be a game-winner. There are quite a few pesky hexproof creatures in Gatecrash, and being able to bypass that will be extremely handy. More handy, of course, is giving your whole army hexproof and making them unblockable for the turn. Could be the key to get past a wall of Soldiers or FrogCrocodileMutants.

Honourable mention goes to Thespian’s Stage. It could, at the very least, be a very useful mana fixer. But I think it’ll be far sexier beyond Sealed and into any Constructed format you go to. Copying a Cavern of Souls? Or a Gavony Township? Maybe a Vault of the Archangel? All very tasty indeed.

Are there any cards you’ll pick without question this weekend?

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DZC Battle Report: UCM vs PHR

Well, you’ve had my treatise on how brilliant Dropzone Commander is, and now at last here is the video from Sunday’s game.

The chaps played a 1,000 point game, with five focus points, and kill points as a tie-breaker should one be needed.

I can’t wait to get hold of my Shaltari army!

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