Monthly Archives July 2013

Custom Gaming: Marvel Legendary Schemes 2.0

Marvel Legendary might be our top deck building game right now thanks to Dark City (and what seems like everyone else’s unwillingness to play Ascension against me). The co-op nature made us willing to work together as a team, but the game had an issue that really bothered us: the schemes.

The schemes themselves were well done. They were creative and flavorful and showed how well the game mechanics could be adapted without having to constantly reinvent the wheel with extra cards, like the Scheme Twist cards acting as bonuses, charge counters or stolen items. But the one big issue with the schemes were the designs – all of them looked identical!

So I took a page out of the Magic: the Gathering oversized card playbook and redesigned the cards with new art and a landscape format. Click on any of them for a full-sized, print ready version. They should be 3.5″x5″ when printed.

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One Hour Library Review: Shadowrun Fifth Edition

In our One Hour Reviews, we set a clock for sixty minutes and analyze the book. When time is up, we stop. The goal is to try and look over as much of the book as possible, without getting bogged down in any one section. Similar to how you might leaf through a book in the store, with some specific granularity, but mainly to focus on gaining a high level understanding of everything the RPG has to offer. Set the clock and let’s go!

Out of the big-name, long-running roleplaying games, Shadowrun has had an impressive and persistent run considering the many different banners it’s been published under. It started in 1989 (not as far back as Dungeons & Dragons but farther than Vampire: The Masquerade or Rifts) under the FASA Corporation. It was sold in 2001 to WizKids which was then bought by Topps which then licensed the rights to the RPG to Catalyst Game Labs, the current producers.

Recently, the latest edition of the game – Fifth Edition – was published and I quickly bought myself a copy to see what new mechanics they had, what strangeness of the digital and Astral realms awaited, and what craziness was in store for the Sixth World. Considering the tumult of Shadowrun‘s history, you might expect and even forgive a little choppiness in the book. To my delight, the book is anything but choppy and has some great changes. Check out what I found during my first hour with the new book.

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Food Court Wars Recap: Detroit Crunch City

Life intervened and prevented my recapping of last week’s episode of Food Court Wars, but this week we’re back on track so let’s get right to it. We’re in Midland Michigan at the Midland Mall.

Our main man, Tyler Florence , who has been in the restaurant business for a quarter century (that sounds much more impressive than 25 years) remains dapper looking in the middle of the mall. Quick fashion note, his pocket square doesn’t match the rest of his outfit, but let’s just move onto the teams.

Chip N’ Wich – run by Jonathan and Craig, both from downtown Detroit. Friends for six years, they developed a gourmet sandwich shop that puts their own potato chips right on the sandwich, giving them “the sandwich with the crunch.” They both have jobs in kitchens in Detroit, but are looking for other ways to support their families.

Oasis – Diana and Melania serve international food at the World Cafe, which specialties in Mediterranean and Middle Eastern cuisine. They already have a restaurant, but the food court kiosk would be called “Oasis” and would be the “quick service” version of their main restaurant. Melania formerly worked in retail, and after moving home to be with family she reinvented herself as a chef relying on culinary experience that came from working in restaurants as a teen.

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Portals of the Week

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Magic 2014 M14 Casual & Commander Review: Artifacts & Land

What secrets are hidden inside M14 for the colorless crowd? Normally I have some elusive comment giving a hint but I’m flying blind for this one. Maybe I need to pay more attention to spoiler season since quitting… Anywho, here are the artifacts and lands of M14 through the eyes of the kitchen table! Will they hold up (usually not) but every now and then, something comes along that turns a head or two.

Magic 2014 (M14) Casual & Commander Review
White Blue | Black | Red | Green | Artifacts & Lands

Bubbling Cauldron

This card is hilariously awkward and part of a beautiful mega cycle. Part of me wishes the second ability worked on any newt, but the card benefits from not being 100% useless without newts. Add in the exceptional Soul Feast ability and you’ve got a card that can be very dangerous with a copy effect or two.

Guardian of the Ages

Yep, everyone has been clamoring for a colorless version of Elder Land Wurm. While I love the continuation of giant but slow creatures, the 7 mana cost makes this one a tough pill to swallow. Still, a 7/7 trampler for 7 isn’t awful and in multiplayer game you can easily hide behind one of these late game for a turn or two.

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Magic 2014 M14 Casual & Commander Review: Green

As we wrap up the M14 review for casual and commander, we look at the last of WUBRG: Green. Traditionally in core sets, Green is a bit on boring side. It has a lot of creatures and a handful of spells, but rarely does it do something really exciting.

Magic 2014 (M14) Casual & Commander Review
White Blue | Black | Red | Green | Artifacts & Lands

Advocate of the Beast

This feels like a card that should have come out in Shards of Alara or Onslaught given the creature types. In a dedicated beast deck, it is an okay creature but it doesn’t wow me the same way Ivy Lane Denizen did.

Elvish Mystic

Llanowar Elves is finally replaced with a singular elf! Elvish Mystic is a great creature, and I don’t think anyone is complaining about Llanowar Elves 8-12 (thanks Fyndhorn Elves!).

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Magic 2014 M14 Casual and Commander Review: Red

I am a red mage a heart, even after playing Magic for nearly two decades. Sure, I enjoy a cold, calculating control deck but that the end of the day, no play is more satisfying then tapping a Mountain and saying, “Bolt.” M14 follows the trend of new cards for Red, but also introduces some new and refined mechanics for my favorite color. As always, this review only covers new cards printed in M14, not reprints.

Magic 2014 (M14) Casual & Commander Review
White Blue | Black | Red | Green | Artifacts & Lands

Academy Raider

The Red Ophidian, Academy Raider is a fascinating little common. While the power level isn’t quite good enough for the kitchen table (three mana for a 1/1? That isn’t happening.), I love the combat ability on this card. Red’s reverse looting is slowly building up and I really like the idea of being able to pitch a dead card in hopes of drawing something better. It’s just too bad that Academy Raider isn’t quite there.

Awaken the Ancient

Giving haste is a nice touch, but makes the card feel overpriced. A 7/7 for 4 and a land drop is decent, but this card really opens you up to too much 2-for-1 disadvantage. Against one player in limited formats, it’s a bomb, but when three or four turns may pass before you get your next untap step, it isn’t worth the risk.

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Portals of the Week

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Magic 2014 M14 Casual and Commander Review: Black

Black is always a fun color at the kitchen table when it comes to making enemies and the short-term-allies. The color of death, destruction and selfishness often provides lovely card advantage and iadds some new toys to the necromancer’s toybox! As with the other M14 reviews, this will only cover new cards in the set, not reprints. Spoiler alert: Doom Blade is still really good.

Magic 2014 (M14) Casual & Commander Review
White Blue | Black | Red | Green | Artifacts & Lands

Accursed Spirit

Mathmatically, this card is fine. It is basically a buff Dross Prowler, which is great in limited but at the kitchen table, it has to compete against every other four drop in the history of Magic… which makes it less impressive.

Artificer’s Hex

It has been ages since the notion of a “Cursed Artifact” has been in Magic and Artificer’s Hex brings back the ability with a bang. Historically, black is very weak at artifact removal but giving them this new skill is appreciated. While Artificer’s Hex doesn’t outright destroy the equipment, it does make wielding it much more dangerous.  It’s a neat little card and makes living weapon weird, but I see it being fringe play at best. In Commander, it could be more valuable depending on your playgroup. Oh, and it allows black to get around protection from black!

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Magic 2014 M14 Casual and Commander Review: Blue

Core sets in Magic have been interesting for a few years now, thanks to the fact that Wizards is printing new cards in them. But at the end of the day, core sets are about introducing people to Magic to the sheer insanity level of cards like in Return to Ravnica block, but that doesn’t mean every card in Magic 2014 isn’t worth looking at.

As a reminder, this review only covers cards that are new in M14, so all reprints are ignored.

Magic 2014 (M14) Casual & Commander Review
White Blue | Black | Red | Green | Artifacts & Lands

Colossal Whale

What a beautiful way to start! My initial annoyance is that this is a whale, so it doesn’t work in my Quest for Ula’s Temple deck! I want to love this card, the flavor is perfect with it being a giant whale that can devour ships (and it has the wonderful new exiling language like Banisher Priest to make it very interesting in multiplayer), but how is this creature only a 5/5?

Dismiss into Dream

I wish this worked with Overload, but sadly it doesn’t. Dismiss into Dream is a clunky, almost unbearable enchantment that is probably perfect for a Nin, the Pain Artist deck. In multiplayer, it can get really fun when all of your opponents’ spells become removal against everyone who isn’t you.

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