Category Archives: On the Tabletop

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

Tabletop Gaming is a Gift 2023

Introduction

Surprisingly, we played more tabletop games this year than anything else. With the soldering mishap on the XBox, we saw a definite lack of opportunities to play console games. And, my mobile games are mostly just the same games I play on the tabletop. So, truly, tabletop gaming is a gift in 2023.

in addition to the literal gift that I bought my family for Christmas, Catan, I made alist of six different games that I played or tried through the year. So, the contenders article tomorrow is going to be busy. So, for today, let’s just kick our feet up and celebrate the relaxation that comes with Boxing Day.

What Are Those Six Games?

Well, I will go into more depth tomorrow with the games and their case for tabletop game of the year for 2023 here at 2 Generations Gaming. Today, I will just give a quick list and leave it at that. I have a ton of other things that I want to get done today. Wait, didn’t I just say that I wanted to relax? Well, thankfully, none of the tasks are terrily taxing, so I can get everything done and still relax.

I started the year with the Voidspark Chronicles, a daily RPG calendar from Sundial Games. That becamse a YouTube series that I intend to finish up this week and start on the next one on the first. Chris, Jason, and I got together to play Commander (including the brand new Lord of the Rings decks!) a couple of times and hope to do so again as soon as possible.

I wrote reviews of each of the new Dungeons and Dragons books as they released. Quinn and I played some D&D, but not as much as hoped. I tried out Pathfinder, Shadowrun, and Dreams and Machines to add to the new games that I played this year. Finally, I spent quite a bit of time painting minatures (even entering a contest) and played through one of the tutorial missions of Warhammer 40k

The Verdict

I told you. So much tabletop gaming this year. I think you all might be able to figure out which one is the actual game of the year just based on the articles this year. However, I will continue to keep you in suspense over this one. One more time I can say that tabletop gaming is a gift 2023. See you tomorrow with the contender’s article.

Turn of Fortune’s Wheel: Planescape

Introduction

Monday, Wednesday, Friday for articles. Wednesday and Saturday for Noob’s Book Club. Seems like a reasonable schedule to get everything done for the page weekly, right? Ah, but best laid plans and all that, I suppose. And, so Noob’s Book Club went almost an entire month without and update. Yesterday, we took Quinn to his first swim meet. So, instead of Friday, you get Turn of Fortune’s wheel (the last Planescape book in my series) on Saturday.

I never know how to properly review adventures on the page. One time, when I thought I might be able to follow up the Noob’s Book Club series on Ready Player One with a series of the trials of Wade, I looked through the whole adventure. Also, as you know, I care nothing about spoilers. However, since 99% of the fun of these is the surprise for players, I want to keep that surprise for them. So, I’ll just talk about the introduction.

Beginning of the End

What a better way to start something. Juxtapose it with the end. And, so it is that the writers of this adventure took that advice. The further up the ante by giving lower level characters the chance to help correct a glitch affecting the whole multiverse. I must say. That’s quite the hook. Especially when you consider that Quinn and I collected dinosaurs for a prince and then I wrote a classic haunted pirate ship adventure for our second time playing when we get a chance to sit down again.

Third level characters traveling through portals to a city that allows them to then travel through a multiverse of other realms. I must say that’s pretty amazing Add to it that it says that they will brush shoulders with immortals. I might take a break from writing for a while and use this one as our third adventure. Perhaps I can even get the rest of the family hooked on the game finally.

The Verdict

Turn of Fortune’s Wheel sounds like so much fun. Over the next couple of weeks, I want to read more to prepare for a possible play session with the whole family on Christmas break. I need to have them create characters and level them to three. But, other than that, I don’t see much of an obstacle to making that happen. Look for the follow up next year.

Picture taken from the mothership.

Sigil and the Outlands: Planescape

Introduction

I meant to sit down and play some Dungeons and Dragons with Quinn over the weekend. I forget sometimes how busy a relaxing Thanksgiving can be. Wednesday, we spent the day and night relaxing and trying to catch our breath. Thursday, we watched the parade and then I went to pick up Aiden’s girlfriend to hang out with the family. Friday, we went to Greenfield for dinner and then Bright Nights. Chris came over Saturday and Quinn felt sick yesterday. So, now, what do I write this week? Well, I got the bright idea to review each book from Planescape. I start with Sigil and the Outlands.

Of the settings I played when younger, Planescape offered the most interesting possibilities. Those possibilities never paid off because nobody else in the playgroup wanted to explore them. But, the release of the set in 5th edition opens up all new chances to travel the planes.

A Multiverse of (Possible) Madness

The book starts by telling you that the only rules in Planescape are that there are no rules. As someone who plays D&D by that very rule, this again tickles my funny bone and makes me want to try it even more now. Maybe after Quinn and I finish our pirate adventure, we can try some Planescape. Then again, I mistakenly grabbed my Spelljammer books instead of Planescape for this article. That gave me an idea for a way to take us into space. Maybe after that, we can plane walk.

In keeping with the tradition of these books, the first chapter then goes on to explain player character options. This one offers no new races but it gives players two “backgrounds” to play as their character. Neither of them speak to me necessarily, but I might take some aspects of one or both of them to work into a future character.

Especially when I look at the feats that they describe in the next part of the chapter. Some of them look like a lot of fun to play. They all require some sort of planar attunement. That’s just my fancy way of saying that you need to have the Scion of the Outer Planes feat, which is only available to the backgrounds they introduce in the book. So, watch this space for a new character. A warlock with the planar philosopher background. Only because I never played a Warlock.

The chapter closes with some discussion about a few magic spells and item. Again, none of them jump out to me as particularly interesting. But, with some imagination and work, maybe I can give them a fun twist.

Sigil, City of Doors

The second chapter gives information on the main hub city of the many planes, Sigil. It starts with basic information like currency and the like. This part mainly reads like the rule that “there aren’t any rules” and anything goes. It’s less interesting than it sounds. But, again, with some work and imagination, anything is possible.

Then, they write about the various portals that lead from the city. They define some of them explicitly in a table for those of us who are in a hurry or not feeling inspired. It also gives a template for other portals to other places when you start to feel more inspired or imaginative.

The final part of this chapter introduces the Lady of Pain, explains the various wards in the city and their make up and denizens, and discusses the factions in the city. I don’t care much about the politics of any given setting in Dungeons and Dragons. However, i like the idea of starting an adventure in the city. Therefore, with a description of some of the places to visit, I got ideas how to craft that part of the adventure.

The Outlands

The final chapter lists and describes the major planes of existence in the realm known as The Outlands. In keeping with the layout of many of the recent 5th edition books, it covers just the basics of each of the areas. Enough to set things up for you. The thing that I like best is that I can fill in the gaps as I write the adventure. I know that many players want more description and detail. But, I want the freedom to imagine.

The Verdict

Reading Sigil and the Outlands plus the book I picked up from Spelljammer gives me ideas for how to expand this adventure with me and Quinn. Now, I just need to sit down and write the new parts. We also need to find time to play the game. We get a week off for Christmas, so that seems like as good a time as any.

Thankful for Tabletop Gaming 2023

Introduction

Black Friday. I tell stories of working retail during Black Friday and people gasp. The truth of the matter is that I worked it almost 30 years ago before it became a thing. Back then, retail workers spoke of the term in hushed tones. But, there was no small business Saturday or Cyber Monday. There were no sales where people murdered one another for a blender. Just long lines and endless Garth Brooks on the PA. This year, I just call it the day after Thanksgiving. And a day off from work so I can write why I’m thankful for tabletop gaming 2023.

After talking about PC (mostly) and mobile earlier in the week, I fear that this, too, may be a bit of an anticlimax. I usually save the best for last with these articles. But, looking back on it now, the only real reason I can think of to be thankful for tabletop gaming this year is that Chris, Jason, and I were able to get together to play Magic the Gathering a couple of times.

Commander! Live and in Person!

Granted, that’s not that bad of a reason. But, I feel bad because I kept meaning to sit down with Quinn and play more Dungeons and Dragons. We compromised a couple of weeks ago with a session of Roll Player Adventures. Heck, even this weekend, I wanted to play some D&D with him to set up articles for next week. Maybe I can convince him and Chris to sit down for a quick session tomorrow before we record the next episode of 2 Guys Gaming.

But I, as I often do, digress.

Thankfully some things never change

The first time we played, we brought our own decks that we either built or, in my case, used an upgrade guide to make it better. I played my Naya landfall deck to some success. I think Chris knocked out Jason and then I stalled the game like I do for a few turns before misplaying and scooping. Hey, like I say, some things never change.

Then, Chris and Jason went halves on Lord of the Rings Commander decks. We played them fresh out of the boxes. I played an elves deck. Again, I found some early success in the game. I set up my board, made dudes, planned out a winning strategy. This time, instead of misplaying, Chris simply drew a board clear that killed all my dudes and left me exposed. And, so, back to the drawing board. Playing the deck gave me some ideas to improve it, but I haven’t actually implemented any of them yet. Once we nail down a time for the next meeting I’ll take care of it.

The Verdict

Again, perhaps underwhelming. But, I can’t say how much having a regular playgroup has improved my attitude and enjoyment of Magic the Gathering again. If only I could find one for D&D. Maybe that’s one of my resolutions for next year. Also, it inspired Chris and I to resurrect the podcast again. So, MtG is truly why I’m thankful for tabletop gaming 2023.

MTG vs. Hearthstone Part 2: Story/Art

Introduction

It’s that time of year when things get pushed to the background, especially here on the page. But, I remain committed to updating as often as possible. And, so, MTG vs. Hearthstone Part 2 and Part 3 becomes Part 2 only. Who knows? I actually think this works better.

Again, similar to my previous article in this series, a direct comparison between the two feels ridiculous. Wizards of the Coast takes their art and story very seriously. They also worked tirelessly recently to clean up some loose ends and make the story more consistent and coherent. Blizzard went the route of making their stories sillier and their art less realistic. Being someone who likes that style less, I side with Magic the gathering on both.

Showdown in the Badlands Art

As if proof of concept, I found no art in the new Hearthstone set that impressed me other than the new Reno. And, honestly, I think that’s just because I like the card style of the hero cards. The art itself leaves much to be desired. It’s simply a portrait of the hero. Some of the new Druid dragons look cool, too. Other than that, though, the set art is very plain.

Showdown in the Badlands Story

From the Blizzard Hearthstone site:

“The Bloodrock Mining Company found powerful Azerite in the Badlands. They’re digging deep and bleeding the land dry, disrupting the Badlands and awakening slumbering elementals! Now mysterious outlaws are riding into town to set things right. Tumbleweeds roll by and high noon looms. Grab your horse and your hat, it’s nearly time for a Showdown in the Badlands!”

I mean, that’s not a terrible set up for a decent story. But, after that, the pay off lacks some punch. Some of the cards and the mechanics mention the Azurite and other parts of the storyline. However, Blizzard doesn’t weave their story into the game as much as Wizards. So, while I like the story, I wish they gave fans like me a little more to work with.

Lost Caverns of Ixalan Art

I picked these three cards for a reason. The only one I genuinely like as art is Hurl into History. The art matches the card description perfectly. It also gives a great sense of motion. I picked the dragon to give a comparison in art styles between the two games. The Fabrication Foundry does the same. Even when they come up with some ridiculous idea of a being, they still make it seem like it exists in a real and living world. That adds to my enjoyment and appreciation of the art.

Lost Caverns of Ixalan Story

I can’t hope to include the entire story here like I did with the Hearthstone excerpt. The story on the official Wizards page scrolls for thousands of words and follows several different characters. But, what I remember from Ixalan before, it features dinosaurs and pirates. What more can you ask for?

As far as I’m concerned, nothing. But, as Billy Mays always said, “There’s more!” WotC also gives us gods in this set. Unlike some other planes, these gods aren’t explicitly immortal. Rather, when they die, they transform into temple lands with a mana ability that allows the god to reascend later in the game. I like that twist because you can remove the god from the board for a time without having to use an exile spell.

The Verdict

Again, without directly comparing the two, I need to wrap up this MTG vs. Hearthstone Part 2 article. The art for Showdown in the Badlands doesn’t impress me at all. The story, on the other hand, works well enough. I always love looking at old Magic the Gathering sets to revisit the art. I keep track of the story when it’s interesting. Other than the pirates and dinosaurs, I don’t find Ixalan particularly compelling.

MTG vs. Hearthstone Part 1: Mechanics and Keywords

Introduction

I realized a few weeks ago that both Magic the Gathering and Hearthstone released expansions this week. Instead of reviewing both sets individually (who has time for that?), I decided to write a series comparing the two sets. I, then, further refined the series by splitting it into three parts, mechanics/keywords, story, and art. MTG vs. Hearthstone Part 1 brings mechanics and keywords.

Having never written this type of article before, I have no idea how to approach it. Do I write it as if it was a true battle of the card battlers and come up with a victor at the end? Or, simply give a summary of the two sets and allow the reader to make up their mind. Now that I see that written, that makes the most sense. So, be prepared to make a decision by the end of the week.

Showdown in the Badlands Mechanics and Keywords

According to the Blizzard expansion page, Showdown in the Badlands only introduces two new keywords, Quickdraw and Excavate. For those of you who play Eternal, Quickdraw sounds familiar. However, in Hearthstone it has a completely different effect. Cards with the keyword get a bonus if you play them the turn that they are drawn. The card below gives you an example. If you play this on the turn it enters your hand (so it can be discovered, not drawn is how I interpret that), you get a coin. If you combo it with another card, you get a coin. According to my rudimentary research, you can only generate one coin with this. So, small miracles. Yes, that pun was intended.

Excavate, on the other hand, only applies to certain classes. By my understanding, other classes can excavate cards through Discover, but you don’t get a pay off of the legendary treasure. You simply cycle through the Common-Rare-Epic treasures. If you want to see the various treasures and their rarity level, check out this guide at Hearthstone Top Decks.

Aside from the keywords, the only notable mechanic that I see returning in the set is “Highlander” decks. So called because they only contain one copy (get it?!) of each card, some cards in the game pay off for just such a deck. The most prominent is the original Reno, which healed your character back to full health in the case of only one card left in your deck. Others came along like Kazakus and Zephrys that were fun, but the only ones that really caught on long term were priest cards. Well, Reno is back and he wants your Highlander deck again.

Lost Caverns of Ixalan Keywords and Mechanics

The other reason I didn’t want to directly compare the two sets is that Magic the Gathering is a much more complex game than Hearthstone. Therefore, with each set release, they have more keywords and mechanics. They also have cycles in each set that share a commonality. If you’ve never played the game, you care nothing about those. On the other hand, if you have, then you probably already know all of this. If you somehow exist in another subset of those possibilities, you can read more here.

The two brand new keywords in the set are Craft and Descend. Craft allows you to transform an artifact into a more powerful artifact with a mana and additional cost. Descend refers to your graveyard. You can descend by putting a card into the graveyard. You can check your descend score with an “X” value.

The Verdict

No, I didn’t lie. You won’t find any actual verdict here at the end of MTG vs. Hearthstone Part 1. Instead, I leave you with a question. Which of the keywords has you most excited, interested, or wondering. Are there any that you can see yourself building a deck around? I, for one, love the idea of Reno and I’m putting that in my decks.

Dreams and Machines Tutorial

Introduction

A game came across my Facebook feed. I don’t know what made me click the link this time around, but I did. I also don’t know what the click through to purchase percentage is. But, they got me this time. The game came in the mail a few weeks ago. With Quinn and I unable to sit down for the next installment of our duets adventure, I played through the Dreams and Machines tutorial this evening.

After Christine yelled at Liam at the dinner table for being on his phone, he pointed out, “You’re the only one eating. Dad’s playing a game.” Quinn asked, “Is that a role playing game?” Then, Liam again, “Is that a new game?” I replied, “Yes” to both questions. So, perhaps, I will have an updated article in a couple of months after we play the game as a family.

The Story

They write an introduction with illustrations in the first four splash pages of the book. From what I can gather, the society’s technology advanced too rapidly. They became murder machines. The society eventually triumphed over them. And, now, some of them rely more on nature to fill that void. Others hope to be able to salvage the technology. I may be completely off with that analysis. But, that’s my interpretation so far.

Character Creation

They streamline the process quite a bit. Your background, class, temperament, and talents all come on different cards. They suggest each player picks from the cards in that order. I like this approach because it makes things easier. At the same time, I prefer being able to roll dice, assign my stats, and figure out who my character is during creation. Granted, the only part missing from this game is the dice rolling and assignment of stats. However, being an old school RPG guy, that’s the best part for me. It doesn’t ruin the experience. It just detracts some from my enjoyment. So, for this character, I just picked things at random.

Quick Adventure

Once I put together the character, I decided to run through the first part of the introductory adventure. I like the style. It relies on narrative. Those who are fans of the page know that I love my gaming stories. In between, everything is settled with some skill checks. You roll a number of d20s and any that come underneath the requisite ability or skill counts as a success. If you exceed the number of successes, then you pass the skill. Otherwise, you fail. I passed one of my checks and failed the other. I ended the session right before I got to combat because I knew it would work better with more than one player. But, it works the exact same way.

The Verdict

Overall, I enjoyed the experience of playing through the Dreams and Machines tutorial. I think this might be a game to try with Quinn and Liam since they both showed interest during dinner. Christine also mentioned that the time for family game night is upon us. We usually play during the fall and winter. It helps to pass the time during those dark nights. Come back in a couple of months for an update.

Giants in Phandalin

Introduction

My history with Dungeons and Dragons is checkered. I wonder if it is the same with many other players. I started playing in high school. We put together a regular play group that contracted to just two of us after we graduated. However, some of the best stories and campaigns for me came out of those duo sessions. It takes a little bit of time, but this all leads directly to Giants in Phandalin.

When i had kids, I tried as much as possible to pass my nerd passions on to them. Some of them became life long passions like Liam and Quinn with Pokemon. Others, like Dungeons and Dragons, maybe still have potential. Because, to be fair, we only tried playing once as a family. The boys were all young and, on that particular day, I just wasn’t feeling particularly patient. So, I think I poisoned the well a little bit. In spite of that, I hold out hope that maybe one of these days we can try again.

Bigby Presents Glory of the Giants

I planned to cover this one last month in a Dungeons and Dragons week. However, Quinn and I never sat down to play the next episode in our Duo campaign. So, I moved Dungeons and Dragons to this month and decided to cover the two latest source books in this article. I never know how to properly cover something like this. But, that’s never stopped me before.

For this one, I read through the character creation parts of the book. I always try to build different characters for the game just to see how their peculiarities might show up in an actual game. This book goes one step further and talks about how to run an actual campaign built around giants. You might think, cynically, So, D&D but with big people? Yes, I suppose that’s one way to look at it. But, I feel like there’s so much more potential there.

Phandelver and Below: The Shattered Obelisk

Well, things come full circle now. The adventure we tried to play as a family was the Lost Mine of Phandelver. And, now, Wizards of the Coast release a new source book building on that. I’d be lying if the release of this book didn’t make me feel nostalgic for that time and the desire for a do over. Just have to figure out a time to do it. Everyone’s older and busier. Cats in the Cradle, indeed.

The Verdict

Giants in Phandalin brings two fun new books to the Dungeons and Dragons pantheon. One gives me an idea for how to build a new world and campaign. The other makes me want to recapture some of that fun of being young again for all involved. I’m sure we can find some time during Thanksgiving or Christmas break. Be on the lookout for a Lucas-Mullen D&D adventure in a few months.

Wilds of Eldraine Gruul Edition Cards I Love

Introduction

I went through my picks for Esper edition Wilds of Eldraine cards on Monday. As I’ve done since coming up with this format a few years ago, Wednesday brings Wilds of Eldraine Gruul cards. It also brings an admission that I feel the least comfortable playing green and red.

I mitigated that some by building a Naya landfall deck as one of my Commander decks. Until I update my Lord of the Rings elf deck, it is my favorite deck currently to play. Both playing an elf deck on Arena and getting a chance to play with that elf deck gives me some hope when playing those green cards, at least.

There’s hope for me yet to figure out that missing piece of the color pie.

Wilds of Eldraine Red Honorable Mention (Almost Goldspan, Almost Lightning Bolt, and Almost Playable)

Decadent Dragon

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Of these three cards, I’ve actually played one of them. I wanted to record a first day video where I played a deck that I found online. I ended up recording two of them! However, I messed up the sound on both, so who knows if they lead to my big break as a content creator. Long story short, I clicked a link that took me to a Temur adventures deck. In that deck? Scalding Viper. It worked very well against the aggro decks I faced.

I just find the other two cards funny. Wizards of the Coast constantly pushes the envelope with new cards. When they go overboard, they try to find a more balanced version, like the new dragon vs. Goldspan Dragon. Other times, they try to balance unbalanced cards from the past. Then, you get the word salad of something like Torch the Tower.

Red Card I Love (Your Cards Are My Cards, Comrade)

I despise thief decks in Hearthstone. I don’t play a ton of thief cards in Magic the Gathering, but I remember one time Chris and I played and I stole his giant dummy and used it to kill him with. This one doesn’t let you use any mana as some cards do, but it does give you treasure tokens. Combo this with another treasure generator and you can be sitting pretty with a couple of your opponent’s cards.

Wilds of Eldraine Green Honorable Mention (Adventure Shenanigans, Some Ramp, and Card Draw)

Up the Beanstalk

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Honestly, I considered my Naya ramp deck when picking these cards. I think the only one I would really play is the enchantment. But the idea of playing the ramp, bouncing it, and playing it again fills my heart with such joy. Keep your eyes open for just that play. If it happens, you’ll be the first ones to hear about it.

Wilds of Eldraine Green Card I Love (Forest Tortoise)

Forget for a moment, if you can, the almost rhyme. Either Chris or Jason texted this card to the group chat. Then, Chris said, “There ya go, Shawn.” So, even if it hasn’t proven to be much of a threat, my Naya landfall deck is on their minds enough to text me cards that might be fun. This one, indeed, qualifies. The only thing that gives me pause is the mill condition. But, I can always make room for Gaea’s Blessing

The Verdict

I think that forcing myself outside of my comfort zone worked. I found the Wilds of Eldraine Gruul article much easier to write than any in the past. I actually played one of the cards in the article. Several others will most likely get play in my Naya landfall deck. Improvement, indeed.

Images taken from Mythic Spoiler.

Wilds of Eldraine Esper Edition: Cards I Love

Introduction

I ignored the previous set release on the page, other than to talk crap about Lord of the Rings (again) and expose their dirty, stinking capitalist hearts through my analysis of the “One Ring“. Outside of the page, I actually played one of the commander decks from the set because Chris and Jason splurged for them. I picked the Galadriel, Elven-Queen deck and elf things happened. Unfortunately, they happened a bit too slowly and succumbed to removal. Now, you know all about my MTG adventures between March of the Machine and this Wilds of Eldraine Esper article.

Speaking of adventures (how about that segue?), the return to Eldraine brings the mechanic back into Standard. Other mechanics in the game are “role tokens”, bargain, and celebration. You can read about these keywords and mechanics. here. However, I’m sure I will discuss them at some point in this article, too.

Wilds of Eldraine White Honorable Mention (Fun Police Reporting for Duty)

Cooped Up

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All three of these cards feed right into my play style. Those of you who follow the page know that I’m only happy in Magic the Gathering when my opponent is absolutely miserable. So, exiling and locking their board sounds like fun to me! I loved playing Glass Casket the last time around. Glad they brought it back. Cooped up just looks like a more powerful Pacifism (my favorite card of all time) and Break the Spell gives enchantment hate in a world full of enchantment. Yes, please!

Wilds of Eldraine White Card I Love (Bring Back My Weenie!)

I always wanted to make a white weenie deck. Okay, here’s the actual truth. Once upon a time, I wanted to make a deck for each of the colors and color combinations in Magic the Gathering. I put together a spreadsheet and everything. For white, I envision a tiny leaders deck. Well, that dream died like so many of my other gaming dreams. “Hey,” you might say, “dreams aren’t dead until you are!” Thanks for the inspiration, random internet denizen. I appreciate it. I don’t see any legendary white weenies in this deck, so I need to do more research. But, be on the lookout for my (possibly insane) “Deck in every single color and combination in Magic the Gathering” series of articles. Coming soon-ish.

Wilds of Eldraine Blue Honorable Mention (Playing into Open Blue Mana? You Fool)

Spell Stutter

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Regular readers of the page will not be surprised by the selections here. I already talked about my fondness of fun police decks. Countering spells is my favorite part of that strategy. Why remove something when you can simply prevent them from casting it? Same for drawing cards, searching their library, gaining life, really anything. I know I sound like a hypocrite because I often speak out against solo Magic the Gathering, but countering spells is just good, clean, interactive game play. The way Richard Garfield intended.

Wilds of Eldraine Blue Card I Love (You Get a Trigger, and You Get a Trigger, Everyone Gets a Trigger!)

I don’t often play ETB trigger decks, but I can be persuaded to change. Especially playing this deck on Arena or xMage sounds fun. I too often miss triggers when actually playing the cards. I just don’t play my decks enough to remember what all of the cards do. If I build this deck for actual play, I will need to goldfish it or come up with a way to remember all of the triggers. Because zero times two is still zero. *sad trombone*

Wilds of Eldraine Black Cards Honorable Mention (Removal, Limited Thoughtseize, and A Terrible Pun)

Scream Puff

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First, let me clear the air. I don’t know that “Scream Puff” is strictly a pun. I belong to a pun group on Facebook and people often argue that things like rebus and something along the lines of “Scream Puff” aren’t actually puns. The thing is, I can’t find another category for it. So, if it’s not a pun, don’t scream at me about it. Let me know what it actually is, so I can learn. As far as the other cards, The End feels like a fun trick to play on your opponent late game and I think that Thoughtseize with exile instead of life loss might be slightly better. I’m sure Spikes out there will tell me why I’m wrong.

Wilds of Eldraine Black Card I Love (Guess Who’s Back?)

This is one of the first cards I saw from the set. While it doesn’t explicitly do things that I often do in Magic the Gathering, I still found myself drawn to the card. I like Ashiok’s lore in the game and I welcome them coming back to grace us with their presence. Hey, I always tell you. It isn’t the best cards in the deck. It’s Wilds of Eldraine Esper Cards I Love.

The Verdict

Wilds of Eldraine Esper cards aren’t terribly powerful. But, they are interesting and fun. That’s all I ask out of my Magic the Gathering cards. People often ask, why put bad cards in your deck? I say, why not? When I top deck that terrible card in just the right situation one out of a thousand times, you can bet I’m going to take a picture of that moment and post it on our Instagram.

Notes: Card images taken from Mythic Spoiler