I’ve been silent here for a while (okay, about two weeks, but that’s quite a bit for me). The reason is that I decided to use my summer holiday (as a teacher, an extended one) to write a book on Commander.
Mansions of Madness is one of the games I have avoided intentionally. I had a presumption about it being a dull game of overly complicated gaming system and too much fighting the Mythos. Luckily yesterday proved I was wrong. After visiting a few local caves with Santtu and Sami we headed to my place and I got to try out the second edition of Mansions of Madness by Fantasy Flight Games.
I’ve been playing rpgs since ten and most of that time (24ish years) I have been a GM. And I have never ran Dungeons & Dragons. Sure, I started with ANKH that was in essence just a D&D clone in Finnish. But the actual grandfather of rpgs has been a bit of a boogieman for me. The Old School Renaissance introduced me to DCCRPG and most recently I tried out 5th edition while I participated in Out of the Abyss. But now I think I would like to try to run DnD5e.
In this post I share me ideas for my first campaign as well as my impression and thoughts on the subject of starting such a campaign and about DnD5e in general as a first timer.
Not the best or the most flexible ones, just the ones I enjoyed the most. Usually ones with weird interactions or ones that do something special in that specific deck. Basically just stuff I tried out.
As usual, there are some potentially very impactful cards hidden in the final bunch of spoilers. One of them could very well be this one.
I didn’t really expect that to be back any time soon, as they have recently nerfed this ability somewhat, but it is a good answer to Eternalize. However, in Standard, just the tempo can also be important.
It might be subtle, but the most impactful cards in most sets are the rare lands. They are the piece of the puzzle that enable different builds. For example, right now because of the fast lands, wedges are faster than shards, which informs the way people design their decks. This time it might be different. It might be the uncommon lands. Like this one:
This cycle enables plenty of Eldrazi decks.
The reason I’m thinking about this is “Ammit Eternal”. Don’t know if that’s the real name, as it was spoiled in Japanese. The translation, via MythicSpoilers, reads like this:
Creature – Zombie Crocodile Demon
Whenever an opponent casts a spell, put a -1/-1 counter on Ammit Eternal.
Whenever Ammit Eternal deals combat damage to a player, remove all -1/-1 counters from it.
That should work well with Hapatra, Vizier of Poisons
Black and blue are my favorite colors, but for the longest time, I’ve had trouble finding commanders from that combination. Sure, there’s 24 previous ones, but most of them just don’t feel like good commanders. Well, fun commanders. The last of Bolas’s secret weapons, The Scarab God, just might work.