The holiday season bestowed an adventurous spirit in us. We had six players and (somehow) decided to run a Neapolitan Commander Draft with the addition of the Kingdom EDH roles. This might have been the first ever Kingdom draft, and is almost certainly the first Kingdom Neapolitan draft. The resulting game was one of the best multiplayer games of magic I've ever played. There's a LOT to unpack in the four words of this post's title:
- Neapolitan Commander Draft:
- This is a Commander draft where players draft one pack each of the three (as of the writing of this post) commander draft sets: Commander Legends, Commander Legends: Battle for Baldur's Gate, and Commander Masters.
- There are some additional rules: each mono-colored and colorless creature gets two additional abilities: Partner and Choose a Background.
- This was my third Neapolitan Commander Draft. The prior one was less than three months ago!
- There's some discussion about whether you need to open the packs in release order. The downside is that the only five-color legends are in Commander Masters, the third set, which matters because of the color identity rule. We decided to randomize the order. Then we rolled to open them in reverse-release order: Masters, Baldur's Gate, Commander Legends.
- We decided to (mostly) forget about the pick-two-cards-at-a-time aspect of Commander drafts. The first pick from each pack was two cards, but then every subsequent pick was only one card. (This really did solve the problem of people forgetting to pick two cards each time. I highly recommend this!)
- Kingdom EDH:
- I posted about this five years ago, cataloging all the different versions and describing the version one of my groups uses. (We used them a lot with five players in Oathbreaker.) As a quick refresher, here are the roles we use:
- King: The only revealed role. They have more life and need to outlast everyone else (except the Knight).
- Knight: They win with the King, but they (like everyone else) aren't revealed until they die.
- Barbarians: There are two of them. They win if the King dies while one of them are alive. Barbarians know who the other Barbarian is.
- Our version differs from the "standard" in that we dropped the Usurper role in favor of a random choice of four alternative roles:
- Gravedigger, who wins if the three people die while they are alive.
- Black Knight, who wins if the Knight dies first, or if they kill the Knight, or if they outlast everyone.
- Villager, who when they die return at half life on the opposite team of the person who killed them (if a Barbarian or Knight/King kills them).
- Doppelgänger, who secretly becomes the role of first person that dies.
- Since we had six people, we had two of these random roles instead of one. If I have done this before, it was never in draft and only once or twice.
- How we combined them:
- We wanted people to know their role before drafting, so we assigned them first. No one knew what the roles of the other people were.
- We randomized seating for the draft. (We got real lucky and got the order we were already sitting in!)
- Before drafting, we let the Barbarians know who the other Barbarian was without telling anyone else.
- After drafting, we randomized seating for actual game play.
- Only after we were all seated with our decks to play did we reveal who the king was.
I got my role and was determined to draft based on it. I will wait to reveal what that role is until after you see my draft picks so you can try to guess based on them.
Six draft sets and six face-down Kingdom EDH roles.
Commander drafts are a bit weird because you are simultaneously figuring out colors while looking for a commander (or combination) that supports those colors. I did not get a five-color commander (but someone else did) so I had to pick and choose between colors. I really wanted to be in red, because removal seemed vital to my role, so I committed to that early. I didn't see good black removal early on, so that was kind of out. Green, white, and blue had some good removal as well as some other cards that seemed relevant, so they were all in the mix to support red.
It wasn't until the third pick during pack two that I mostly committed to Izzet with Lozhan. All my adventures and dragons could double as removal. At that point nearly all of my picks were in Izzet. Here are my picks:
I nabbed multiple dragons before I saw Lozhan!
I didn't think blue would be the choice, but it worked out great. I can't really go any further without talking about my role, so, here we go. If you want to try to figure it out based on my picks and what I said, do that now. Otherwise, just scroll down. I'll put some space before I continue below.
10
9
8
7
6
5
4
3
2
1
Hopefully that's enough lines!
I got the Knight! What a great role! I can't block for the King, but I could kill threats, so removal seemed really useful. I stuck with Izzet, even though that meant I didn't get to use a lot of great cards including Kirtar's Wrath, Acidic Slime, and Jahiera's Respite. Here's what I built:
Two colors is so weird.
We sat down to play and the king revealed themselves. They were running Pianna and Sarevok. That seemed like a pretty good combination. To their left was Minsc and Boo, Timeless Heroes. Then me, the Knight, running Lozhan. Then Aryel. Then The Ur-Dragon. (I was WUBRG with envy!) Then Azusa and Alharu.
Unlike the rest of my compatriots, I have played quite a bit of this. So I admitted to the group that it was common for all players to start out claiming to be the Knight. I followed that up by pouring on the role-playing with "my liege" and "your majesty" at every chance. Some of the others joined suit, most notably Azusa/Alharu. It was great.
In the first four turns, three important things happened. First, Minsc & Boo played two mana dorks and was able to attack with 4/4 Boo on turn three. Second, Aryel played Wyrm's Crossing Patrol, which dealt a bunch of damage the first few turns and continued to be a factor in the game. (In fact, they used Dread Return once to get it back.) Third, on my turn four, I played Sulfurous Blast and took out a bunch.
Cast during my main phase, I took out a lot.
This seemed like a good move to slow down my opponents without hurting the King. This sent a good signal that I was the actual Knight, but I didn't have them convinced yet.
Even though Minsc & Boo had lost some tempo, they had a big turn with Boarding Party cascading into Avenging Hunter. The Initiative was in play and the Boarding Party hit me for 6.
We had both The Initiative and The Monarch out later in the game.I played Lozhan on my fifth turn. On my sixth turn I cast Livaan and killed a threat to the King with Lozhan's trigger. Around the same time, Aryel put an Assault Suit on a Nefarious Imp and started passing it around the table, but only to people they thought wouldn't attack the King. Confidence in me being the Knight was waning.
The +1/+1 counters came later.
I honestly commented that I was nervous the Barbarians wouldn't rush the King soon. Everyone else had taken significant damage, but the King still had 37 life. I started throwing around comments about which roles I thought people had. I got greedy and Lozhan died to the Ur-Dragon player's removal. Then, on their (Ur-Dragon's) turn 7, the Barbarians revealed themselves and started swinging in: they were the Ur-Dragon and Minsc & Boo. On that same turn they had played enough ramp to cast The Ur-Dragon (the creature). Of course, the two random-role players also didn't want the Barbarians to kill the King (at least not right away) so the Barbarians became the Archenemy for the moment.
On the King's turn 9, they built up enough to kill the Minsc and Boo Barbarian. Upon dying they revealed their role. Sure enough, they were a Barbarian. (It's not usually good to lie about that.)
On Aryel's turn 9, they claimed to be the Black Knight, then attacked me to 7. Azusa/Alharu finished me off on their turn 9. I revealed my Knight role. They did not reveal themselves, so they weren't the Black Knight.
At this point, it's important to point out the dynamic. The remaining (supposed) Barbarian was trying to kill the King. The (supposed) Black Knight and other unknown player both probably needed the Barbarian to die before the King. So, the King had some competing interests. They wanted the Barbarian to not be able to kill them, but had some incentive for them to live so the other two wouldn't focus on them next.
The one case where that wouldn't be true is if one of the random-role players was the Gravedigger. In that case, they would win so long as any of the other players died first. (Even if it was the King, they would win and the Barbarians wouldn't.) In that case, everyone else would want the Gravedigger to die next. At the table there was a bunch of suspicion that Azusa/Alharu was actually a Gravedigger.
Aryel seemed distraught that they hadn't killed me, so it seemed more clear that they were actually the Black Knight. On their next turn (10) they killed Azusa/Alharu, who revealed themselves to be... the Villager, not the Gravedigger! Their life was reset to 15, they continued in the game with the rest of their current state, but didn't join one of the other teams, since a non-Barbarian/King/Knight had killed them. They continued their turn by playing Slaughter the Strong, which among other things killed the Ur-Dragon.
The Ur-Dragon player surprisingly let it go to the graveyard, but the reason for that became evident on their next turn (10) when they cast two huge spells.
A 10/10 and a copy of Ur-Dragon. Seems good.
On their following turn (11) the King played Githzerai Monk, which prevented the Ur-Dragon player from killing him. On the King's next turn (12), they swung back and killed the Ur-Dragon player. They were the Barbarian, as claimed. The remaining three players: King, Villager, and (supposed) Black Knight were each on their own. The Villager had built up a a strong board and the King hadn't done much. On their turn 13, they took out Aryel, who revealed themselves to be the Black Knight they had claimed.
Then there were two. And one brownie left.
Sadly my teammate didn't have enough to hold on and on the Villager's next turn, their 14th, they attacked and killed the King.
What a game! This was so fun! Even though I died second, the game continued to be exciting for me and it was fun to see everything play out. The Minsc and Boo player pondered how it would have gone if they'd've started attacking the King straight off instead of throwing their damage around. I honestly don't know!
If you are thinking about trying this format, please do! It worked really well with six and I expect it would also be fun with the usual five.
There are some changes I would like to make to the format/resources:
- I would like to update the original role cards to make it more clear how they work with the roles we added.
- I would like to make an FAQ of clarifications.
- I would like to give the Barbarians an extra option: any of them can reveal their role during any non-combat phase (and without using the stack). This could be relevant whenever something references opponents/teammates and also because teammates cannot attack each other.
- I would like to clarify how the Villager works. How do you know the role of the player that killed you? I would like to change it so that the player who kills the Villager is forced to reveal themselves.
- When the Villager "undies" I would like them to have the option to shuffle any cards in their graveyard/exile into their library. That way if they died from decking, they can stay alive for a meaningful amount of time.
What do you think of these changes?
Bonus Addendum! The Barbarians want to show off their decks as well!
Ur-Dragon: