Category Archives: On the Tabletop

Adventures from cards, miniatures, pencil and paper RPGs, and other old fashioned games from before the internet ruined everything.

Lessons from the Kitchen Table Vol.3: Get out of that Gaming Rut

Most of you have been there before: the dreaded game rut. Everything you own sucks. Why the hell did you spend all of that money on a library of games that you have zero interest in playing? Why did you buy all of those booster boxes of (insert CCG title here)? Hey, hey, calm down, it’ll be alright! I’ve been there myself, quite a few times actually. (Although hopefully game ruts are a thing of the past now that Shawn and I run this website and produce the 2 Guys Gaming podcast. This job forces us to try ALL of the different games out there in order to write articles for you guys and gals. ) Earlier this year I found myself in the mother of all gaming ruts. All of my usual ?go to ? games were now boring and extremely unappealing. It felt like a chore just putting a disc into my 360, and when I did I found myself playing for only a few minutes before I would hit eject, put in another disc, play for ten minutes or so, hit eject again…rinse and repeat…until I finally would just shut off the Xbox. My rut didn ‘t just apply to video games either; even MTG became repetitive and stale. So how did I beat the rut? Well looking back, it actually wasn ‘t that difficult to do. First thing I did was stopped looking at my Magic collection. The more I looked at it, the more depressed and frustrated I became because I wanted to recapture the interest in the game that I had even just a few weeks earlier and that spark just wasn’t there. The only way I can possibly describe that feeling is that it ‘s like quicksand; the more you struggle and fight the faster you sink. By taking a break from even looking at the cards it felt like I had removed a source of frustration. I then started to research current CCG ‘s to get a feel for any game currently on the market that might be down my alley. Unfortunately, nothing really stuck out to me, so I started to look at discontinued CCG ‘s. I ‘m a penny pincher when it comes to games, so this is always a viable option for me since all product associated with a discontinued game is cheap as hell. And as I found out, discontinued doesn ‘t mean the game is crap. I ended up with 3 games bouncing around in my head: Rage, Marvel VS, and finally World of Warcraft TCG. Just like that the rut began to weaken. After talking with Shawn, he mentioned that he had actually purchased a box of Warcraft starter decks awhile ago and just had them sitting in a closet. That ‘s all I needed to hear, I went to dacardworld.com and purchased a booster box of the expansion set, War of the Elements (for only $18!!!!). After playing the game a few times, the ?CCG wall ? of the rut crumbled and I could see daylight. I found myself scouring the internet checking out deck lists and strategies. The game is so well-designed and fun that even in death, that still to this day people actively play it and write articles about it. It was only pulled off of the market because Blizzard decided to go with a bare bones digital version of the game, that we know as Hearthstone.

Ok, so one wall of the rut down, one to go. But you might be saying to yourself, ?Blondie, I don ‘t even play CCG ‘s, ya nerd! ? Ok, ok, point taken, so how did I beat the video game rut? I managed to crawl out of the rut by doing a few different things. First, I unplugged my 360. It was symbolic in a way. I was unplugging the source of my boredom. None of the games were doing it for me so why would I have it connected? In its place I plugged in my Playstation 2 which had been previously collecting dust on a shelf in my game room. Ok, so I replaced the console that was boring me with another console that I hadn ‘t played in a long time. What now? I turned to eBay to find some games that I hadn ‘t played yet. The kicker was that they couldn ‘t be games in the genres that I usually favor. So no shooters and no 2D fighters as that would just be like playing the same games that I already had. So I picked out Dragon Quest 8 and Odin Sphere. Usually I tend to not buy as many RPGs as fighters and shooters because of the time commitment involved, but in this case, I was desperate. Games are essentially my only hobby, so without that satisfaction of sitting down after a rough day of work and just unwinding with an hour of gaming, I was slowly becoming miserable. After playing DQ 8 (Dragon Quest not Dairy Queen), I felt the depression lift..I couldn ‘t get enough of the game, the gameplay was decent as well as the story. Once again, I found myself on eBay hunting down other Dragon Quest games. I ended up purchasing DQ 4, 5, 6 and 9. There was now a huge crack in the last remaining wall of the rut. Then I popped in Odin Sphere. The wall exploded. If you have never played Odin Sphere finish this article and go buy it. Now. You will not regret it. But I digress as this isn ‘t a review for Odin Sphere. (Seriously though, it ‘s an amazing game.)

Ok, so let ‘s review how I beat my video game rut. I removed the source of my frustration (aka my 360), plugged in another system that I hadn ‘t played in a really long time, went and found some games in a genre that IS NOT one that usually I dabble in. Now let’s review how I broke out of the CCG rut. I removed the source of my frustration (aka my MTG collection), researched other games that I have never tried before and picked one out. See the pattern? When you find yourself in a rut, take a step back from your normal gaming habits and think outside of the box. It’s important to get out of your comfort zone and try games that you ordinarily wouldn’t give a second look to. Whether it’s a game in a genre that you usually pass on, or a discontinued card game. Who knows you might find something worthwhile. I know I did.

Mardu Aggro Assault

marduAnother week, another deck list..This is actually the very first Khans deck that I constructed, and I like you guys juuuust enough to share it with you ;). Once I figured out the mana ratio for a tri-color deck, it’s consistently performed well and above all else, is pretty fun. it plays fast and has a couple of ways to bring you victory; either by overwhelming your opponent with creatures with haste or by using the Purphoros, God of Forge/ multiple token creature burn combo. It’s also loaded up with enough burn spells and straight up removal to keep your opponent’s side of the board clean. I hope you have as much fun playing with this deck as I do.

The Deck List (60 cards):

The Creatures The Spells

2x Foundry Street Denizen 2x Mardu Ascendancy

2x Spike Jester 4x Hordeling Outburst

2x Hellrider 2x Mardu Charm

1x Purphoros, God of the Forge 2x Lightning Strike

1x Krenko, Mob Boss 2x Lightning Bolt

1x Zurgo Helmsmasher 2x Go For The Throat

2x Hellspark Elemental 2x Terminate

2x Butcher of the Horde 1x Mortify

2x Rakdos Shred Freak 2x Doom Blade

The Lands 2x Crackling Doom

2x Dragonskull Summit

2x Clifftop Retreat

1x Akoum Refuge

1x Tainted Field

1x Isolated Chapel

2x Nomad Outpost

1x Evolving Wilds

5x Mountains

5x Swamps

4x Plains

Graveyard Shift

(Note: I am continuing the Entertainment Compendiums week-ish long Halloween celebration with a themed deck list. I’ve already posted my zombie deck, so here is my first attempt at graveyard/deck manipulation in the form of Sultai.)

Spells (16)

Bitter Revelation (2)
Diabolic Tutor (2)
Dutiful Return (2)
Reclaim (3)
Strength from the Fallen (2)
Taigam’s Scheming (3)
Wreath of Geists (2)

Creatures (26)

Abomination of Gudul (2)
Bant Sojurners (3)
Dreg Mangler (2)
Drudge Beetle (2)
Embodiement of Spring (3)
Kheru Dreadmaw (2)
Nemesis of Mortals (4)
Sanctum Plowbeast (2)
Shambling Attendants (2)
Sluiceway Scorpion (1)
Sultai Scavenger (2)
Thrashing Mossdog (1)

Land (23)

Dismal Backwater (4)
Evolving Wilds (4)
Forest (2)
Island (2)
Opulent Palace (2)
Plains (2)
Svogthos, the Restless Tomb (2)
Swamp (2)
Thornwood Falls (3)

The deck is a bit beefier than the standard 60 cards. That’s only because I didn’t want to cut it down to 60. Also, the Evolving Wilds are sort of like a bonus. They are there both as ghetto fetch lands and also as a way to power the “delve” cards without exiling creatures. I ultimately don’t care that much about creatures except for the Nemesis and tried to grab some with deathtouch so that their trades will clear minions from the board. Nemesis can be such a tough card to remove and there are four just in case it does eat some removal.

The Bant cards came as luck would have it from a flea market purchase and I thought to drop them in there as blockers and also to cycle the deck/hit the graveyard as Nemesis food. So far I have only goldfished with the deck, but it has played well in this latest iteration. Have fun working the graveyard shift!

Top 5 Khans of Tarkir Cards

Time flies doesn’t it? Seems like just yesterday we were all eagerly awaiting the next round of Khans spoilers. Now Khans of Tarkir has been on the table for a month and even though I initially doubted the quality of the set (I’m so negative), I have to admit that for the most part it has lived up to it’s hype. With that said, I wanted to share with you, our loyal readers, my top 5 favorite cards from Khans. Here we go:

 

srhino1. Siege Rhino: BAM! You see that?! No waiting ’til the end of the article to see what the number one card is! How could this guy not be number one? He ‘s a 4/5 trampler that smacks your opponent in the face for 3 and gives the 3 to you when it enters the battlefield. The kicker? Most burn spells won ‘t take him out and he only costs 4 mana.

 

 

mascendancy2. Mardu Ascendancy: I ‘m a huge fan of this card. Both of its abilities are powerful and can change the complexion of a game quickly. It ‘s designed to absolutely overrun your opponent with goblin weenies and from personal experience it does it ‘s job well. It ‘s 2nd ability of giving all of your creatures +0/+3 if you sacrifice it means that your little army of beasties can survive a well-timed Anger of the Gods.

 

mantisr3. Mantis Rider: It ‘s the cornerstone of most Jeskai decks for a reason. An aggro 3/3 flyer with haste and vigilance for 3 mana. If your opponent doesn ‘t have an answer for it right away then this little guy can cause some big trouble. I’ve won a game with just having 2 of these guys pumped up with the Spear of Heliod on the board. Sure, it crumbles to most burn spells, but more often than not you will do some damage before that happens. It also gets bonus points because I love the artwork.

 

butcher of the horde4. Butcher of the Horde: Out of all of the spoilers, this guy caught my eye first. He ‘s a 5/4 flyer for only 4 mana. As if that ‘s not a good enough deal, he also has the ability to gain lifelink, haste or vigilance until the end of the turn if you sacrifice another creature. Those little goblins your Mardu Ascendancy is cranking out? Sacrifice ?em and let the good times roll.

 

fetches5. Fetchlands: Yes, I know. Not one card. But these lands are the core of the block and deserve to be in everyone’s top 5 somewhere. I didn ‘t realize how important having the right type of mana at the right time was until Khans was released and I started constructing 3 color decks. These lands make sure that you have the mana necessary to ruin your opponent ‘s day.

 

Honorable Mentions: Mardu Charm, Clever Impersonator, Savage Knuckleblade, Mindswipe, Deflecting Palm, Jeskai Ascendancy, Sarkan the Dragonspeaker and Rattleclaw Mystic.

Noob’s Guide to Khans of Tarkir

(Note: I also want to make this into a Youtube series, but I wanted to test it out here first. Be on the lookout for that.)

What is Khans of Tarkir?

Khans of Tarkir (further referred to only as “Khans”) is the latest expansion set for the trading card game Magic: the Gathering. It was released to much fanfare on the weekend of September 26, 2014.

What is the big deal about Khans?

I will discuss three aspects of Khans, in the following order; Morph, fetch lands, and wedges.

“Morph” is a mechanic that allows you to cast a creature as a “morph” 2/2 creature for 3 colorless mana. Some morph creatures have an effect when they are turned face up. The colorless mana cost allows you to cast the creature even if you haven’t been able to draw the required mana combination. It also adds intrigue and strategy to the game as your opponent tries to determine the nature of the card while it is morphed. However, the creature, while morphed, is only a 2/2 and therefore very easy to remove.

The other two, fetch lands and wedges, are features that have been asked for by the Magic playing community. Players asked for fetches back because they are integral to certain strategies in the game. Wizards of the Coast reprinted them from the Alara block. This made the players understandably happy because another reason for the request of fetch lands was that the originals are very expensive for two reasons. First, they are rare. Second, the word is that foreign speculators and manipulators bought up many of the original fetch lands to inflate the price.

Wedges are a three color strategy to building decks. The Alara block also centered around three color decks. The difference between the themes of the two sets is that during Alara, the three colors were one main color and its two allied colors and during Khans, the three colors are two allied colors and their naturally opposed color. You can see my soon to be posted “Noob’s Guide to Magic: The Gathering Mana Wheel” and the gif below to get an idea of what I mean.

wedge

 

Story/Lore

The stories are one of my favorite developments of gaming. Instead of simply running from one end of the screen only to find that “your princess is another castle”, you are often now treated to a movie quality story. Magic has a one of those constantly evolving stories that continues into Khans. Tarkir is a plane that has seen all of the dragons hunted to extinction and 5 clans now war over territory and resources. These five clans are the story behind the wedges.

The Clans – These are summarized from the lore book in the Khans of Tarkir Fat Pack.

Abzan (Colors: White/Black/Green): They use the endurance of the dragon through their ability Outlast, which allows you to use mana and tapp the creature to add a +1/+1 counter on to that creature.

Jeskai (Colors: Blue/Red/White): The cunning of the dragon is evident in their ability Prowess, which allows a creature to gain +1/+1 until the end of the turn when a noncreature spell is cast.

Sultai (Colors: Black/Green/Blue): The Sultai are as ruthless as the dragon with their ability Delve, which trades cards in your graveyard as colorless mana to reduce the casting cost of powerful spells.

Mardu (Colors: Red/White/Black): The Mardu bring the speed of the dragon to the battlefield and use that speed to trigger their Raid ability. This ability allows different effects on the battlefield after having attacked.

Temur (Green/Blue/Red): The strength of the dragon is the the cornerstone of their ability Ferocious. Similar to the Mardu, Temur can trigger different abilities if they have a large creature on the field.

I hope you’ve enjoyed this Noob’s Guide to Khans of Tarkir. I will try to record and upload it to Youtube. Also, be ready for more Noob’s Guides coming soon!

W.O.W TCG Monster Mage Warrior Control

 

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Wait?! What?! A W.O.W deck?! Here at 2 Guys Gaming we refuse to let the World of Warcraft TCG die. Not only is it superior to Hearthstone (I hear the nerd rage already.), it’s now cheap as hell too! How cheap? Well, I picked up a booster box of the War of the Elements expansion for $20 a couple months ago. I actually made my money back just by selling one loot card that I pulled. Anyways, my point is that if you are not currently playing this game, or haven’t even tried it, do yourself a favor and buy a starter deck ($5) and give it a shot. (Kicks soapbox away) Ok, back to the deck list:

Overall Strategy

Pretty simple strategy really, just use Flash Freeze, Intercept, Behead, Menace and Terrifying Shout to keep your opponent’s side of the board locked down/clear, while your minions hit the opposing hero in the face.

The Deck (60 cards)

The Hero: Augh (Monster Mage/Warrior)

The Minions

2x Neferset Champion

1x Lockmaw

2x Pythisss, Herald of Frost

2x Pygmy Firebreather

2x Neferset Runecaster

2x Dun’zarg

1x Neferset Shieldguard

1x Mok’drul

The Abilities

4x Flash Freeze

3x Polymorph Pig

4x Behead

4x Intercept

4x Menace

1x Spell Ricochet

2x Dauntless Defender

2x Ice Lance

4x Terrifying Shout

1x Burning Rage

1x Monstrous Heal

1x Merciless Strikes

The Quests

3x Traitors!

4x A Bird in Hand

3x Spirits of Auchindoun

2x The Last Barov

4x The Fall of Neferset City

Good Ol’ Gruul Bloodrush

 

gruul

Today, I present to you, our faithful readers, a Gruul (G/R) Bloodrush deck. I’ve had decent results with it (more wins than losses), but more importantly it’s fun to play. Which therefore means it’s good enough to share with you guys. None of these cards cost all that much either, so it should be relatively cheap for you to construct.

Strengths: It plays fast, and can be pretty aggro since your creatures pump each other up. If your opponent doesn’t have removal, things can get ugly fast. This deck has a solid mana base with some mana dorks (Burning Tree Emissary and Zhur-Taa Druid) sprinkled in to move things along.

Weaknesses: For once I’m going to have to say that it doesn’t have any specific weaknesses. That’s not my way of saying that it’s some world beating deck, it’s just competitive against all deck types.

The Deck (60)

Creatures (26) Spells (10)

4x Burning Tree Emissary 2x Ground Assault

4x Skinbrand Goblin 2x Magma Jet

2x Savageborn Hydra 2x Mugging

4x Zhur-Taa Druid 2x Titan’s Strength

2x RubbleHulk 2x Flame Slash

2x Fanatic of Xenagos Planeswalkers (1)

4x Ghor Clan Rampager 1x Chandra the Pyromaster

2x Zhur-Taa Swine

1x Ogre Battledriver

1x Ruric Thar, the Unbowed

Lands (23)

4x Rootbound Crag

4x Gruul Guildgate

8x Mountains

7x Forests

Why did it have to be Slivers?

The 2014 core set brought Slivers back in a big way. I noticed that as I opened my 2015 core set booster box they have continued that trend into this year. I haven’t worked any of those cards into this deck, but I might see what I can do with them. I know that the trend is to run slivers as an EDH deck, but I don’t have a playable version of any of the commanders yet, so I will keep it as a 60 card deck for now.

Creatures – 22

Bonescythe Sliver – 2
Sentinel Sliver – 2
Galerider Sliver – 1
Syphon Sliver – 2
Battle Sliver – 3
Blur Sliver – 2
Manaweft Sliver – 2
Predatory Sliver – 4
Sliver Construct – 4

Spells – 18

Hive Stirrings – 4
Verdant Haven – 4
Abundant Growth – 2
Trace of Abundance – 4
Profit/Loss – 2
Ready/Willing – 2

Artifacts – 2

Door of Destinies – 2

Land – 18

Plains – 2
Island – 2
Swamp – 2
Mountain – 2
Forest – 2
Shimmering Grotto – 2
Transguild Promenade – 4
Unknown Shores – 2

This is my first serious attempt at a 5 color deck. I chose Slivers because they naturally lend themselves to including all five colors. There is not removal in the deck. It is simply about building a board and overwhelming your opponent before they have had a chance to do anything to defend themselves. I recently learned that it is highly vulnerable to removal if you are too aggressive, though, so it is a bit of a tight rope walk of when to go “all in”. All of my decks come with the caveat, “They might not win you may games, but they are fun to play!”

If I had to choose a few cards to cut, I might go with the onstructs and maybe the Hive Stirrings to get more slivers in there that directly affect the board with buffs of their own. Also, I might try to put some more land in there and maybe since I’ve rediscovered it, I’d include some Evolving Wilds. As with the Slivers themselves, this deck has the potential to change at any minute. Stay tuned for my updates.

Saved from the Cutting Room Floor: Magic’s Economics

I missed my deadline for my article about Breaking Madden yesterday. I won’t be able to post it again until next week, so in its place, I’m giving you all an excerpt from the podcast that didn’t make it into the final cut. This will both offer a different perspective and a sneak peek at the same time. Enjoy and there’s more to come soon!

 

A Broken Economy?

(Note: You want how much for that?)

I find myself doing something now that I never even considered previously. I’m not proud of it because it contributes to the problem instead of attempting to be a solution. It takes away from my enjoyment of Magic as a game and a hobby and it adds to my frustration over treating everything in society only in terms of money and profit. I don’t think that I will ever take the next logical step, but the forces driving that decision are strong. As I opened my new booster boxes of M15 and Khans of Tarkir, I would periodically type “(card name) price” into Google to assess the “value” of each card.

I became more aware of this topic after my student that plays Magic toldme a story of how he pulled a Sarkhan planeswalker card from one of his prize booster packs and someone offered him 25 dollars on the spot for it. I wrote Chris about it because we had only days before discussed that his Khans decks aren’t quite what they could be because the tri-lands and other cards are prohibitively expensive. He replied that he has known about the state of high priced cards ever since Ice Age. That stayed with me because as I’ve mentioned, Ice Age was when I stopped collecting before starting again recently. Economics wasn’t my main reason for stopping at the time. In fact, I had no idea that it even existed as a strategy in the hobby. I assumed that all collectibles, save the very rare ones, like steroid fueled home run baseballs, tanked in price because of oversaturation. That’s what happened to me as a kid when I tried to sell baseball cards at the local flea market. “Nope,” Chris replied before giving a very specific example from that former set.

The topic continued to ferment in my brain, catalyzed by discussions in the Magic Facebook group that I recently joined. everyone posted about how they “made back part (or all) of their money” from their booster boxes. Wow, I thought, a hundred bucks. After checking the posts, they were only selling a small fraction of the cards and that made the feat even more impressive. Someone else posted bragging about how they got such a good deal for their Rabblemaster at $6 because, even though nobody believed them, it was now worth $20. Hmm, I thought, I have one of those from the fat pack that I bought. Half of the purchase price of that fat pack could be recovered through the quick sale of one card.

I don’t understand economics as a subject in general. I can’t for the life of me, figure out how we can’t agree on anything as humans, but we all agree that a dollar is worth a dollar. Even when it isn’t worth a dollar anymore–like when people say, “In my day, you could get a gallon of milk, a loaf of bread, and a stick of butter for a quarter and get change”–we still agree that it is a dollar. That makes no sense to me. It isn’t like money is a finite resource. The government seemingly prints new money daily. It is only finite for your individual circumstance due to your job, bills, and living situation.

I understand individual markets even less. Some make more sense than others. Mark McGwire only hit one #62 home run ball. I don’t understand paying millions of dollars for it, but if that’s your thing, then it is the only one out there. Like money, cards are not finite. Sure, some cards are more rare by design, but for $100 I can get 540 of those cards and so can pretty much everyone else. If they want, Wizards can fire up the printers and go to town on a whole new batch of them. Each pack contains 3 uncommons, and 1 rare or mythic rare card. Some packs have a foil. I don’t know the exact probabilities because I don’t have exact print numbers, but if the economics are to be believed, then I made back my money for my booster box with two cards, Sarkhan the Dragonspeaker and a foil Wooded Foothillls. That seems absolutely absurd.

I said that I would not ever take the next logical step, but that might be a lie. The foil card is sold out at Star City Games at a price of $60. That is about 2/3 of what I paid for a box that contains 540 cards in just one card. No matter what my individual thoughts might be on this subject, that is a tough deal to ignore. The problem as a collector, is that is the only copy of that card that I currently have. Therein lies the dilemma. While there may be many, many of those cards in existence, I only have one. Others may not have any because they didn’t open 36 packs of cards in the last week. The perceived value of the card is at least partially proportional to the perceived rarity of the card. I guess I do understand economics on some level.

I still think that it is absurd that somebody would consider paying $60 for a piece of cardboard just like I found it silly that someone paid $3 million for a baseball. Sixty dollars is hard to ignore, though. Back and forth. Sell or don’t. Ultimately, I don’t think that I will sell for two reasons. One, I don’t value money as much as I value the unique. If somewhere later, I can get someone to say, “Wow, you still have one of those?” that’s priceless. Second, the foil version of this card from an older set is currently worth $150. If I can get someone to both say, “Wow, you have one of those” and follow it up with, “I’ll give you $150 for it” then that is an unquestionable win for me.

Care to explain the changing/constant worth of a dollar paradox to me? Want to commiserate over coffee about the ridiculous pricing of certain cards as we play with paper and pen proxies because the hobby is too damn expensive? Looking to buy a foil Wooded Foothills for 60 bucks? In any case, let me know in the comments, by email, or on Facebook/Twitter. As always, thanks for reading and I will be back on Thursday with a new discovery (for me), Breaking Madden.