Amonkhet Brews, pt. 6 – Big Red

As one of my favorite archetypes, I do have a tendency to try to make Big Red work during each Standard. There’s a couple of good cards that might make it viable:

Well, there’s a chance the BG decks will rise again, which would mean that red would be pretty bad again, as it can’t handle most of the bigger creatures, and Goblin Dark-Dwellers might just be better than Glorybringer anyhow, but that depends on the meta.

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Amonkhet Brews, pt. 5 – Back to Monoblue Brain in a Jar, Without the Brain

So, looking at Saffron Olive’s original list, we’ve lost a few cards, but not that many. Disperse can be easily replaced with cards that are strictly better, such as Compelling Deterrence, but Mage-Ring Network is a bit more problematic. Having played the deck some, it feels like a big loss.

On the other hand, there’s a number of cards with cycling, which could potentially be very good. As Foretold can replace the Brain in a Jar, especially in an environment with rampant artifact desctruction. Mix of both might also be a good idea.

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Amonkhet Brews, pt. 3 – UR Haven

Even if this one isn’t actually the bomb certain people want it to be, I don’t see why I couldn’t dream about using it. This could be Grixis as well, but the mana requirements might be a bit too much, although we could probably just use the cycle-duals to splash something. I’m not entirely sure what, though.

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Amonkhet Brews, pt. 1 – BR Madness

I’m back having completely missed Aether Revolt. Just couldn’t bring myself to brew than. However, now I do have some ideas. During Kaladesh I did less than usual. The whole block just didn’t feel fun for me. I guess I could sort of see where Standard was going or something.

Let’s start with two cards I’ve already found very interesting.

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Review: Würm RPG

Having just finished Far Cry: Primal I am totally in the mood for a Palaeolithic and tribal roleplaying. Searching for a game suitable for this kind of a story proved more difficult though than I had anticipated. After coming into conclusion that either was no such game or none of them were very good I stumbled on the Würm (funded via Kickstarter and co-published by Nocturnal).

Summary: Having (only) read the rulebook I have to say that it has some excellent ideas as well as interesting ideas and at least is an excellent tool box for any game set in this kind of environment.

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Roll Initiative!

Possibly the most often heard words in all roleplaying tables around the globe. One of the most houseruled and diverse rule between different roleplaying games. From roll d6 each side to different narrative rules, the rules and rulings are never enough to satisfy every roleplayer, or even the majority of roleplayers.

Let us start from the beginning, OD&D. Roll d6 for each side, high roll goes first. Then the tweaking begun. Bonus from dexterity, bonus from being whatever and the seemingly endless exceptions to the rule. Someone claimed that when all the rules and exceptions for AD&D were put together, the text would take at least one full page, if not two. Some, if not most roleplayers take this taking turns thing for granted and have succumbed to it, going through the motions without even thinking about it.

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