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  • posted a message on Expanded Kingdoms, a new EDH Variant
    Whew finally finished some long overdue changes and updates.

    Minor, nonfunctional, updates to The Dragonkeeper, The Executioner, and The Jester.

    Changes to The Kingslayer (new king now chosen at random), The Gunslinger (two targets instead of one), The Sellsword (players can bid the same amount now), and rule/start of game cards (minor changes).

    The Ice Lord was added as a renegade card. This is basically the Night King from Game of Thrones and creates an archenemy for the whole table to fight, snow zombie tokens for The Ice Lord were added as well.

    I didn't update the Cockatrice files, mainly because I can't be bothered, and I doubt whether anyone but myself is ever using them anyway. I'll likely update this next time I want to play kingdoms on cockatrice.

    EDIT: 13 Nov, additional minor changes, as well as information on how to play a stable 4 player game.
    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Of course mate! Have fun
    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Yeah anyone who has watched the show gets the references (although only about 2/3s of the cards are GoT characters, others are from other pop-culture and geek-culture media).

    Note: I have updated the cards, no functional changes, but I have reworded The Illusionist's first ability into clearer Oracle text, as well as specified on the start of game card that players should choose their decks BEFORE seeing their role card. This is very important if you want to be able to let players bulls**t each other successfully, also otherwise it significantly helps players who have more decks, and hinders those that might only have one deck. The roles are designed specifically so that any EDH deck capable of killing other players should be able to use any role (vast majority of EDH decks).
    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Printed and in sleeves over a basic land. The PDF I provided is printable at the perfect size for this application.


    Also note as per your previous message, a bit of interesting trivia: The Kingsguard was actually originally called 'The Royal Guard', back when this card used Brienne of Tarth in the art. Later when Brienne was used for the Oathkeeper instead, The Royal Guard became 'The Kingsguard' with Ser Barriston Selmy in the art.
    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Oh I'm sure it would work fine. You'll have to keep the 'loss conditions' of the Knights on the card though (which you didn't on the Knight you mocked up) as these are different for the various knights. I'll PM you with a link to the set editor file.

    Note that the Slaver card has a (slightly) different win condition than the other Bandits and if you go the route you've been discussing you'll probably need to modify the Slave card so that it wins with the Slaver instead of the way I've done it.
    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Quote from ScorpioRage »
    Here is an idea I ended up reworking a PW template for something similar to this, and this seemed like a decent application for it. What do you think?

    Something else, you'll probably pretty easily see that I took out some of the text that is on the cards. While I can understand the importance of that text being there, I think that it would be better handled to have the text which applies to all the roles in general in a separate reference sheets for people to easily look at as well as look at the rest of the rules. I think creating a somewhat nicely designed 5"x8.5" sheet would be able to fit all of the rules, as well as reminders nicely. And taking this text away from the cards makes them look a lot cleaner (IMO).


    Yeah the PW template works fine too, not much difference. Having the win conditions on the card is pretty important though, especially for new players of the format, as having to ask a question about how, for example, Bandits work, basically gives up the surprise. Note that not all knights have the same loss conditions, Most die when the King dies, but some of them can live on if they are able to turn their card face up (as long as the bandits don't win immediately). If the 'reference sheet' contained all the relevant information about all the roles, it would be pretty damn cluttered I think and hard to find the information that you need for your specific role. It might seem longwinded specifying the win/loss conditions on each card, but in game, players will be able to work out how their role works simply by reading their card, which cuts down on "complexity creep" considerably. You also won't be able to save any space on the Renegade cards, as all of them work completely differently. By all means, try it out if you like. I can give you the magic set editor file if you are keen (it is way more work than it sounds like though, especially getting the syntax and oracle text right, trust me).


    On a side note: I noticed that you changed some of the wording of the cards, and that your Priestess card mockup only activates when you have "more than 10 life" (11 or more life). Interestingly, this was how the Priestess was originally, until we realised that paying someone back for a Magister Sphinx or Sorin Markov was really funny ("10 or more life").Note also that the Priestess is considerably less powerful than it seems at first glance, as the King usually has the ability to gain the Priestess 5 life in response, effectively raising the minimum life swap to 15 most of the time if targeting the King. So much play testing has gone into little things like this.



    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Quote from Xcric »
    we've actually been doing this for months when events only have like 7 people show up. its been a blast.

    Yes, that is one of the best reasons to play Kingdoms, it can be awkward to make games to include everyone. Generally prior to using kingdoms we used to just play 3-4 player games and split up, but now we can have larger games without them becoming unwieldy. I hope these new role cards work for your playgroup as well as they do in mine. Have fun.
    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Biggest problem is that 5 or more players means a really long EDH game, and the most interesting stuff starts happening once you hit 5 or more.
    Have you played a game with it? Could you report at all on the results?

    I was the main developer for the role cards, and I can happily report that games of kingdoms typically last a considerably shorter time than Commander/EDH games with the same number of players. Due to players having teammates that can back them up in dealing the coup de grace, the games typically don't last much more than an hour for 5-6 players, and generally don't last longer than 1.5-2 hours even when playing with up to 9 players.

    Usually the bandits either kill the King, or fail, resulting in the table quickly ganging up on them once they reveal themselves (or else when it becomes clear who they are based on other revealed cards). Once the Bandits are gone, in games of 5 it generally depends on what Renegade card is in the game, as the game might just end right there (Sellsword, Executioner) or continue. In 6 player games, either the bandits win early, or are knocked out, leading to a 2v2 game between the Nobles and the King/Knight. Larger games of Expanded Kingdoms preserve this team dynamic, adding the Queen at 7 players, who chooses whether to join the King's team or the Nobles team, and adding a Renegade card at 8. At 9 players it is a 3v3v3 (again leading to a quicker game) with two Knights and a King, three Bandits, and three Nobles.

    You also don't tend to get stagnant games where no one wants to attack someone, for fear of leaving themselves open, as it is pretty easy to justify yourself in swinging at someone, and players tend to attack players not because they are open, but because of what role they think that they have. Wrathing the board is less common, because players generally won't want to clear away their teammate's board.
    Posted in: Commander (EDH)
  • posted a message on Expanded Kingdoms, a new EDH Variant
    Note, while I call this a variant, aside from having a role card it is played with normal commander decks (very different kind of 'variant' than pauper, tiny leaders etc). Also I wanted this to have the attention of being in the main EDH space as there have been a lot of comments over on the reddit thread that this is just the thing that some people need to revitalise a stale EDH playgroup.

    Also featured over at Reddit: https://www.reddit.com/r/EDH/comments/43rv6y/expanded_kingdoms_a_new_edh_variant/

    Expanded Kingdoms is a custom Magic the Gathering variant based on the popular Commander/EDH variant "Kingdoms."(https://www.reddit.com/r/EDH/comments/1plyyj/kingdoms_edh_variant/)

    Expanded Kingdoms is a 5+ player format (although it can also be played with 4 players), where each player is given a specialized role card that gives them unique win/loss conditions and special abilities that they can use.

    Similar to the normal ‘Kingdoms’ variant, there is a King, a Knight, and two Bandit roles in each game. The King wants to survive as last man standing, and the Knight is his ally and can win with him. The Bandits win when the King dies, and all of the roles are secret, so the King can’t trust anyone.

    In Expanded Kingdoms the 5th player is a Renegade with any of a number of unique win conditions that throw a wrench into the works. In addition, each Knight and Bandit has a unique randomized ability that can be used once per game.

    The biggest difference in Expanded Kingdoms starts with 6 player games. At 6 players, in addition to the King, Knight, and Bandits, there is another team of ‘Nobles’. Their goal is to be the last players in the game, but they can’t let the King die until the Bandits are killed first. This leads to a tentative alliance with the King that must eventually be broken. Add the fact that players can lie and claim to be whatever role they want, and nearly every game involves an epic betrayal or two.

    **Deck Building:**

    Other than the role cards, the game is played with normal EDH/Commander decks. However, do note that specific rules are in place (rules list included). **The only rule that effects deck-building is that you can only win the game using the win conditions of your role card**, meaning that abilities of cards that say "You win the game" (such as Laboratory Maniac, Test of Endurance) and "Can't win the game" (Platinum Angel, Abyssal Persecutor) don't work.
    The variant is very stable up to at least 9 players, and is the only way that I have personally been able to consistently enjoy such large commander games (free for all games this large generally are not fun, but in Expanded Kingdoms it works).
    This variant is the result of about a year of play-testing and constant revision, balancing and redesigning. So I hope that you enjoy them as much as my friends and I do.

    **Non-Commander/EDH Rebalanced Role Cards:**

    A second copy of some of the role cards are also included (at common rarity and with slightly different borders) that are balanced for 60-card non-Commander multiplayer instead of EDH, these are found on the last page of the Imgur link and Print document below.


    **LINKS:**

    Included below are links to several files. The first file is a link to Imgur.com, where you can view the role cards within your browser. The rest of the links are to various downloads, which include a printable PDF document (that prints the role cards at the perfect Magic card size to slip into a sleeve over the top of a land or something), as well as the individual role cards as separate files.

    Instructions on how to set up the game, as well as updates to the rules that are in force in Expanded Kingdoms are also included as 4 small info cards.

    Also included is a link to renamed individual files that can be used in Cockatrice for online play. By placing these in the "custom" images folder for Cockatrice, they can be viewed in game, and to go with them is a text file with matching file names that you can use to make a Cockatrice deck for the role cards.


    * Quick look Imgur link: http://imgur.com/a/Ax3gQ

    * Printable PDF Document: https://drive.google.com/file/d/0B5V6dmrzGXmOVGpXZE5ydXBnZEE/view?usp=sharing

    * Role cards: https://drive.google.com/file/d/0B5V6dmrzGXmOcHBPLU5YRmgxS00/view?usp=sharing

    * Role cards with names to go with Cockatrice custom kingdoms decklist (out of date-feb 4th version): https://drive.google.com/file/d/0B5V6dmrzGXmOMlRNTm1yTXQ2b3M/view?usp=sharing

    * Cockatrice Custom Decklist text document (out of date-feb 4th version): https://drive.google.com/file/d/0B5V6dmrzGXmOMlRNTm1yTXQ2b3M/view?usp=sharing

    Edit: Feb 4th, minor update to Start of Game card and The Illusionist.
    Edit: Nov 9th 2016, minor, nonfunctional updates to The Dragonkeeper, The Executioner, and The Jester. Changes to The Kingslayer (new king now chosen at random), The Gunslinger (two targets instead of one), The Sellsword (players can bid the same amount now), and rule/start of game cards (minor changes). The Ice Lord added, snow zombie tokens added.
    Edit: Nov 13 2016, minor nonfuctional edits to The Sellsword and The Ice Lord. Art change on one Zombie token, and minor change to The Impostor (Simplified by removing the ability to take the Jester card). Also added details on how to play a stable 4 player game.

    Note: All art was borrowed from posts online, generally Deviantart.com, and is properly attributed to the best of my knowledge. These cards are not to be used for profit, and if any artist does **not** wish their art to be featured on these cards, please message me and I will update the cards to remove it.
    Posted in: Commander (EDH)
  • posted a message on Zada, Hedron Grinder Commander deck?
    I don't think Chandra's Ignition works, either. I imagine the first few copies will kill all of your creatures, then all of the other copies will fizzle because they no longer have valid targets.


    yes... you need an Eldrazi Monument
    Posted in: Commander (EDH)
  • posted a message on Zada, Hedron Grinder Commander deck?
    are people forgetting about interactions with bazaar trader
    and Traitorous Instinct

    I don't think there is a way of stealing the other team this way, even if you donate zada in response the copies still hit your dudes... zada doesn't trigger if an opponent cast the spell (which you would be if you donated him and then cast).
    Also funny as all hell casting Undying Flames on zada

    Undying flames seems kind of cool, i might test it out... however the total converted mana cost of the whole deck isn't that high (around 200 max), which if you've drawn half of it... isn't an incredible amount of damage to dish out. Also consider that the average converted mana cost in this deck is about 2.5-3, If you get ten copies you can be reasonably sure of dealing 25-30 dmg per turn for the rest of the game... still NOT BAD. it only starts the next upkeep though, and meanwhile you've probably wiped your own board. (if you can survive the next turn you probably be alright, it probably warrants an inclusion.)
    question about possibility storm if both spells target zada do you get both(i believe it doesn't have to resolve to be cast)?

    YES this works quite well. You get copies of both spells for sure.
    ofc there is the new pyromancer's goggles
    we also get dualcaster mage as mentioned before

    remember that nada does not trigger on *copies* of spells, meaning that pyromancer's goggles don't help much. Dual caster mage is similarly not insanely amazing (except for giving you anti countermagic and a free dude with your Fork).
    arcbond does have a place as you can blowout kill people with blasphemous act or burn at the stake tapping 4 creatures = 12x4 to every creature and opponent even just casting zap with a few creatures out can clear the board and draw you cards

    Arcbond hits YOU as well. so you need a glacial chasm out to win. it doesn't actually even draw the game, if you are at significantly lower life than other players (which you tend to be) it tends to leave everyone else at very low life and kill you (any further copies get exiled off the stack and other players live). Chandra's Ignition is way better.
    i forsee long chains of card draw with mana generation to cast deck

    this is basically how my current build tends to end games.
    Posted in: Commander (EDH)
  • posted a message on Zada, Hedron Grinder Commander deck?
    I'm probably going to use her in some RGx deck personally, like Riku or Rith. It's not every day you can pay four mana for Vitalizing Wind.

    If you can get your toughness up to the point that it doesn't hurt you (easy to do if you have green or white, not so easy in monored), Volt Charge can be just a bit lulzy.


    put 1 +1/+1 counter on each of your dudes (Mark of Mutiny)) and its guaranteed to only kill 1-2 of them if at all.

    volt charge + any planeswalker seems ******* epic as a side combo in this deck though... Tibalt instant insurrection anyone? Or you know, win on the spot with a Chandra Ablaze ultimate. I'm wary of more 2 card combos in the deck though, especially if the individual cards aren't terribly good. Still, volt charge isn't awful (also synergises with Mark of Mutiny) and Chandra Ablaze synergises well with the multitude of red flashback spells and fast in flames this deck runs (and is good card advantage). This might be worth it.
    Tibalt... well... is Tibalt.
    Im also chucking in a Mage Ring Network and an Inkmoth Nexus, as these cards seem incredibly good with volt charge, City of Shadows seems ok in the deck in general, and I might test it for a while and see. Dwarven Hold and Mercadian Bazaar aren't worth it though I don't think.


    This is the deck I'm testing currently:




    Posted in: Commander (EDH)
  • posted a message on Zada, Hedron Grinder Commander deck?
    I've been looking at more utility cards and I've found a few:

    Blood frenzy is a great removal card, with the added bonus of being an extra wincon in tight situations. (protip, you cast it on a creature in the end-combat step so that the +4+0 is irrelevant if you want)
    Forge armor is a potential way to spam +1/+1 counters on all your guys although I don't think my build runs enough big artifacts to make it worth playing.
    Grab the reins entwined on Zada means you can fling all your creatures, and doubles as a very useful spell (still probably not worth playing though).
    Spawning Breath is quite cool, even mid combat it can convert your goblins into mana generators... (or even just double your creatures if you have a single toughness buff). you can use it early game for a single token as well if need be and kill an opponent's utility creature.

    Given the number of decent costing instants and sorceries this deck runs, Volcanic Vision is a pretty cool one sides wrath, usually 4-5 but can be up to 9 (blasphemous act). also gets a card back from the grave!
    Posted in: Commander (EDH)
  • posted a message on Zada, Hedron Grinder Commander deck?
    I think what Zada needs is some more redundancy with the deck's best effects. Another vigilance enabler for Seize the Day besides Angel's Trumpet, another indestructible enabler for Chandra's Ignition, a global lifelink enabler or another Glacial Chasm effect for Arcbond, etc. etc.


    purphoros +heat shimmer/twinflame/past in flames

    i honestly don't think that there IS another vigilance enabler, (at least not for the whole team). I'm testing angels trumpet... but I'm currently worried that its slightly more likely to kill you with its drawback (it deals damage to you even if the creatures couldn't attack).

    indestructible doesn't matter so much for chandra's ignition, play it after a large blazing shoal or downhill charge or overblazed titan's strength and you just win on the spot.

    arcbond, despite being hilarious, is also bad... arcbond, glacial chasm, and pariah's shield are all often dead cards. whereas, Seize the day, chandler's ignition, purphoros, and heat shimmer/twinflame are all good cards in the deck in a variety of situations. This deck can't afford dead draws early game.

    the strength of this deck is that you don't actually even need any of the above combos to win. just spam tokens into blazing shoal.

    desperate ritual is insane+blazing shoal or overblaze.

    check out snake basket, it's a basket... of snakes
    Posted in: Commander (EDH)
  • posted a message on Zada, Hedron Grinder Commander deck?
    Seize the day+akroma's memorial is ridiculous


    actually just realised this doesn't work... as they get pro red

    memorial screws with zadha anyway... in horrible ways... I'm now running angel's trumpet instead to give vigilance
    Posted in: Commander (EDH)
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