Saturday, January 25, 2025

Innistrad Remastered Draft (WUBRG Drafting)

My local store, Intergalactic Plastic, is really good about running drafts for new sets, even if they're not mainline sets.  At the last minute, I got to participate in the Innistrad Remastered draft, and I'm not sure the universe could have given me a stronger signal pack-one pick-one.

Cryptolith Rite: "Go WUBRG."

The rest of the draft went quite well.  I prepared a small amount by looking up common color-fixing cards and I expected to see a lot of Abundant Growth.  Instead I pulled a trio a bunch of Wild-Field Scarecrows that put in work during the night.  Here were all my picks:

The person to my left got passed rare duals three times in a row in pack 2.  They passed two of them on to me.

I realized I had some good stalling cards, so I went high on my mana curve, though I didn't run the Ghoultree.  Here's my deck:

Skipped the six-MV slot and went straight to seven.

In was first matched up against an Orzhov deck with lots ways to sacrifice creatures combined with some token generators.

Here's an entire battlefield of their sac outlets.

In the first game, I mulliganed to four, but I got going quick and managed to hit perfectly with my removal to thwart sacrifice benefits and catch up on value.  Conduit of Storms helped me ramp, especially after flipping.  Bramble Wurm showed me just how good it was and I won.  In the second game I got Cryptolith Rite out right away and ramped off of that to stay ahead.  Again, Bramble Wurm proved to be great and I won again.  1-0.

In the second round I was up against an Azorius weenie horde deck heavy on spirits.  In the first game I kept up really well against the onslaught, but finally got swarmed out.  In the second game, I didn't even have a chance.

I mean, come on.

Double Lunarch Veteran along with Spectral Shepherd are pretty good.  Combine that with Tower Geist and that's a three points of value with every bounce.  I lost this game with my opponent at 38.  1-1.

In the third round I was up against a Rakdos vampires deck armed with blood and madness.  In the first game my removal came to play and Soulcipher Board helped me optimize draws.  I kept it tight until Bramble Wurm came out to play and I took over.  I flipped Cryptolith Fragment into Aurora of Emrakul before playing the wurm, which was nifty.  I won that game, but the second game was not as satisfying.  My opponent got stuck on only swamps, with a hand full of red spells.  I won before they could put up much of a fight.  2-1.  We played a third game for fun, and I got absolutely steamrolled.  Stensia Masquerade is really strong.  This round could have easily gone either way.

Sadly, I never flipped the Huntmaster, though I got it out a few times.  I was always too busy casting spells. 

I definitely have some takeaways here for WUBRG drafting Innistrad Remastered.  Even more than normal.  Basically: do it.

  • I think I would have been fine without the Cryptolith Rite, though it certainly helped.
  • No one was taking Wild-Field Scarecrow.  Take them.  Stall with them.  Then sac them for lands or use them to help you emerge big things if you need to.
  • Bramble Wurm is great.
  • If you're not familiar with the emerge mechanic, don't be afraid to take those things.  The emerge payment makes things much cheaper and they usually give you some value on the cast as well.  
  • The gap I had in mana value between 3 and 7 wasn't actually that bad.  Conduit of Storms and the Scarecrows helped me gather extra mana.
  • Turn 3 Conduit, Turn 4 flip it, Turn 5 Bramble Wurm is a good sequence.  It's not a waste of a turn to spend all your mana to flip the Conduit after combat.  
The pieces are there to run all the colors, even though it seems like there's no support. 

Happy Magicking!

Secret Chaos Commander Zada (WUBRG Drafting)

I have a Zada EDH deck.  I know how to play Zada.  Thus, I was very happy when she came around during a wacky draft on Wednesday.

My name is Zada; I'm a hedron grinder.  Okay, I'm getting ahead of things!

We had six drafters.  This was my first wacky draft of 2025, so I had picked my packs accordingly:

  • Foundations, for all the good things I'm bringing from 2024.
  • New Capenna, because of New Year's Eve in NYC.
  • Mystery Booster 2, because who knows what the heck could happen in 2025.  (And definitely not because it was burning a hole in my pocket.)
     

Here's what we all opened:

We turned them inwards this time.  RIP my inner consistency pedant.

My draft went really well.  Zada was my fourth pick.  I was also really excited when the playtest card from my third pack tabled.

I picked Fists of Flame directly before Zada!  Combo-rific!

This would have been a really interesting draft to do progressive-style, where you choose each pack after drafting the previous one.  Then I could have tried to pick packs with good cantrips for Zada.

I had enough lands and enough cards that were irrelevant to the deck that it was pretty easy to put it together.  Here's how that looked:


No forests, but plenty of green sources.

We decided to do single-game rounds and were able to complete the round robin!  I was matched up first against an Izzet spellslinger deck.  They had an early strong combo going with Erudite Wizard and Furtive Analyst.  I flipped my Khenra Spellspear early and thought I was going to win off of the Spellstalker's swings.  I got a bit too bold and swung all out to put them at 11 while I was at 6.  I then played Dreamdew Entrancer to freeze and block.  Sadly, my opponent said no with Rewind.  0-1.

I love Rewind.  Sometimes.

Nevertheless, I felt good going into the second round, this time against a Jund player who was at their first draft.  This game was fast, because Gitaxian Spellstalker is real good.  My opponent was at 11, but I realized I could win off of the double-prowess triggers.  I played Imprisioned in the Moon, attacked, cast There // They're // Their to make the Spellstalker unblockable, then Crumb and Get It (without the gift, I think).  My opponent cast Savor to put it back to 9/9, but I had a final trick up my sleeve.


I did not bargain it.

Stonesplitter Bolt for zero put it back at 11/11 and hit for lethal.  1-1.

In the third round, I was up against a player running a synergistic Dune-Brood deck (the colors, not with the actual nephilim) they named "Lifegain Soup".  (I was the only one who went WUBRG.  I'm regaining my reputation.  They were close, though!) 

They also have very similar sleeves!

Their secret commander was Rocco, Cabaretti Caterer, the only red card in their deck.  I drafted a lot of removal, but had still built up quite the board as our game progressed.

Here's Rocco, searching up Fetid Gargantua.

Thankfully, my commander showed up for the first time.  Zada helped me block a big attack.


Pro: Angelic Intervention pumped my entire team.  Con: I couldn't rechoose the color for the copies.

I swung back the next turn with the combined power of They're (even though I only chose one creature: Zada) and Fists of Flame to win.  2-1.

Fists of Flame is in my Zada EDH deck.  Ignore the delicious smoky salsa.

I got cocky going into round 4 against a Golgari deck.  Once again there was a secret commander: Polukranos, Unchained.  

Um... hi.

I foolishly kept a six-land hand.  I had no answers to Polukranos, who ate me for dinner.  2-2.

In the fifth and final round, I played against an Esper deck with lots good value.  Zada showed up, but I had to throw her in the way during a big combat.  We had a few combats that acted like board sweeps, but they continued to outvalue me.  After the last one, they played High Fae Trickster at the end of my turn, then equipped and attacked on my turn for my death.  2-3.  This opponent ended up winning the draft on this win.

Creature + Aura + Equipment + Pumping Emblem = dead Kyle

This was such a fun draft and reminded me just how much I love chaos drafting!  I love getting to play a bunch of different people and see awesome combos across the board.  Not only combos, I love to see the creative things people pull off in their decks.  This night was no disappointment.

Happy Magicking!

Monday, January 20, 2025

Foundations Draft, Round 1 (WUBRG Drafting)

I made it to a Foundations draft at Intergalactic Plastic on Friday, my first one so far.  The set will be a part of standard for five years, so hopefully it won't be the last.  (I do expect people will get a bit tired of drafting it, but maybe it can cycle back through.)

I did not prepare at all, but when sitting down people told me about the gain land duals, and I grabbed a bunch of them.  There are some other great fixing support in the set.  Looking back, I should have paid better attention to what colors the duals I grabbed were covering.  Nevertheless, here's what I picked:

That's Empyrean Eagle hiding behind Perforating Artist.

There were so many cool cards that I wanted to cast.  I initially ran Genesis Wave and Ghalta, just hoping to make them happen.  The lands didn't really work with so many green pips (mana symbols), so I took them out over the first two rounds.  At the end of the three rounds, my deck looked like this:

There're still a lot of fun cards in there.  Unfortunately lots of foils too.

In the first round I was matched up against a Jeskai deck run by someone who often goes WUBRG.  This time they were running four copies of Think Twice!  I won game one because I got Extravagant Replication and was able to press on the gas with Perforating Artist.

 
Ragavan is a Perforating Artist copy.

The following two games were not as fruitful.  Genesis Wave and Ghalta got stuck in my hand and High Fae Trickster kept me always on the back foot while the Jeskai value engine did its thing.  0-1. 

In the second round, I was paired against a very aggressive Golgari deck.  In the first game I got pounded by a turn 5 Overrun.  I have lost many limited games to Overrun over the years, but they don't usually curve perfectly into turn 5.  

That 16 became a 1.

More often they happen on something like turn 7.  Which is what happened in game 2.  Oof!  I played well in both games, and I thought I could hold on in the second one, but they Exsanguinated me the next turn.  0-2.

In the third and final round, I was again facing a Golgari deck, this time against someone I don't think I've played before.  They got mana flooded in the first game, so I took that.  This was after taking a mulligan and using Evolving Wilds on turn 1.

 
My first time seeing this shortcut: bottom the land for the mulligan, but just keep it aside to fetch with the Evolving Wilds on turn 1 to avoid searching and reshuffling.

In the second game, they dropped a turn 3 Phyrexian Arena.  That really set the tone of the game.  I managed to draw enough removal (thanks, Incinerating Blast!) to stay in the game.  Perforating Artist, my MVP of the night, came in and I was ready to speed up the clock that Phyrexian Arena had put them on.

Late in game two.

Naturally, they sacrificed the Phyrexian Arena to the artist's raid trigger.  Oops!  Luckily, I drew into more removal and was able to win the game.  1-2.

Foundations draft takeaways:

  • There are gain lands and plenty of other fixing support.  You can definitely go for WUBRG!  Do it!
  • I shouldn't have tried to force Genesis Wave.  
  • There are a lot of good fliers in this set.  

I feel like there's more I should have learned.  I really hope this format continues to be popular so I can get some more in.  I already heard some people say they were sick of it, so that may be wishful thinking.  

Happy Magicking!

Saturday, January 11, 2025

Baldur's Gate Commander Draft #2

I got a four-person CL: Baldur's Gate Commander draft going today.  We decided to use the Wilderness dungeon, which is awesome.  We also decided to change the way we drafted.  Although we still made two picks when we first opened a pack, we only picked one card at a time after that instead of two.  (We did an extra 2HG game after the normal commander game.)

Why not Wilderness?

The drafting part did not go great for me.  I floundered on colors in the first pack.  At the beginning of the second pack I pulled Baba Lysaga and tried to go Golgari.  In pack three I counted my playable spells so far and realized that wasn't going to work.  Here were all my picks:

A late decision was made when I picked Rilsa Rael.

When I counted, I realized I didn't have enough cards.  In a Commander Draft, you want about 37 playable spells (including your command zone) to pair with 23 lands.  There's a real danger with drafting too many of the lands (mostly gates) that you might not be able to get enough spells to fill out that 37.  After my first five picks in pack 3, I had 22 in Golgari.  Despite the fact that I'd been drafting things to sacrifice to Baba Lysaga, I had to switch to Dimir.  I got lucky because I saw a bunch of blue coming around, but even then I was only barely able to get a deck.
 
I only managed 36 spells instead of 37.
 
I picked Rilsa Rael instead of a black/blue commander + blackground combo partly because Rilsa's mana value worked better with Cloudkill. 
 
My opponents were:

Two other players were running green, that's why I couldn't make it happen.

Skanos got the start and things moved quickly.  I got Safana down on turn three, followed the next turn with Passageway Seer.  In between those turns, I had accepted Noble Gut's deal, so Safana had two +1/+1 counters.  I started the combat by attacking the Skanos player.  I got my initiative bonuses from Safana and the Seer and passed the turn.

I dealt first salsa blood.

I took the deal again on Noble Gut's fifth turn.  They wanted the Initiative, and Coronation of Chaos made them unable to block so Gut stole the initiative.  

Team goaded.

On my subsequent turn, I played my commander, Rilsa Rael, gave my Tymora's Invoker deathtouch so it would go unblocked and I could safely attack with my goaded creatures.  On the next turn, Shadow Skanos (their turn five) attacked me for 7 commander damage with all their buffs to take the Initiative.  I thought that was good, because then Noble Gut swung hard at them knocking them down to 14 with their growing army of skeletons and taking the Initiative themselves.  Livoutland continued to get some things out, but didn't have any big threats on the board yet. 
 
On their sixth turn, the Skanos player got out an enormous Ambitious Dragonborn and started challenging the Gut player as the archenemy.  On my sixth turn, I attacked Gut for a bunch and got the initiative yet again by playing Aarakocra Sneak.  I was charging through the Wilderness dungeon, hoping to get that sweet benefit of completion for my creatures.  This time I was at Grymforge, so I got to goad one creature each of my opponents controlled.  (I should have spent more time thinking about this.)  On their seventh turn, the Skanos player cast Giant Ankheg.  

That goaded token means they're going somewhere else.

Shadow Skanos came at me and this is where I made a misplay for the ages.  With all his buffs, Skanos was a 16/16 creature that now had trample.  I was at 7 Skanos commander damage.  I need to block at least three of that damage.

Chump blockers, I choose you!

Four toughness is enough to keep me alive, right?  Right?  

Nope!  Skanos had deathtouch as well from its shadowy background.  That means 14 damage is trampling over.  

First to draw blood and first to die.


21 commander damage exactly!  And the bloodbath continued!  On the very next turn, the Gut player swung out and killed the Skanos player.  Unfortunately, the Livaan player had taken the Noble Gut deal, so they couldn't respond by attacking back on their seventh turn.  They equipped Livoutland with Saddle of the Cavalier and played some other creatures.

The Gut player gathered their resources on their (eighth) turn, but couldn't win.  The Livaan player, however, had drawn to Two-Handed Axe and cast the Sweeping Cleave part to win in combat.

What a great game!

Since that had finished pretty quickly, we randomized teams and played a Two-Headed Giant game.  

I got teamed up with the Skanos who killed me. 


We were able to win without me even playing Rilsa Rael, because I got to play Juvenile Mist Dragon, locking down their creatures that were benefiting from Noble Gut's two +1/+1 counters that they were getting.  
 
Tap those big guys down!

When they tried to kill the dragon shortly thereafter, I had Blur ready to go.  Oops, locked down again!  They got their blockers untapped, but were down to 10.  I drew really well and Sea Hag's Aquatic Ingress got us in for the kill.

Yeah, Skanos was doing a lot of the damage.

We almost had time to do an Archenemy game, but it wasn't in the cards.  Nevertheless, this was a really fun draft.  There is a lot of breadth to the cards in Baldur's Gate and with the Choose a Background combinations, games are always very different.  I like chaotic things, but I am always excited to do a straight-up Baldur's Gate draft.
 
I have been brainstorming ideas for packs themed around the New Year.  I know that it's well past that holiday, but I haven't done a chaos draft in 2025 yet, so I'm reserving the right to celebrate that with a theme.  (I wish I had some Masters 25 packs!)

Happy Magicking!

Saturday, January 4, 2025

Kaldheim Round 2 (WUBRG Drafting)

My FLGS (Friendly Local Gaming Store) just got new digs!  On New Year's Day, Intergalactic Plastic (IGP) moved to a new building a mile north of their previous location.

No visible street sign yet, but the window decorations are coming along!

They are great about mixing it up with old draft formats, but this one is real old!  It has been three-and-a-half years since I draft triple-Kaldheim at my makeup draft weekend.  This was very exciting!

There were nine people at the draft, and a lot of weird stuff kept coming around.  I very nearly picked multiple Demon Bolts, but in the end got none.  Nevertheless, I drafted a bunch of removal, though I didn't do a good job of being spread out among my colors.  Here's are all my picks:

At a glance, it looks like I drafted a bunch of White, but...

I also got (yet another) Aegar.  I don't know exactly why, but I really like him.  He was all over a bunch of my March of the Machines drafts.  Because of that, I definitely focused on giants, which paid off.  I wanted to run the Doomskar, but I just didn't have enough white to support a 2-pip spell.  Thankfully, Battle of Frost and Fire worked well as a boardwipe.  With all of the color-fixing snow lands I got, I felt pretty good.  However, another player pulled even better WUBRG stuff than I did and got both Esika and The World Tree.  (I am so jealous!)  Still, I was able to put together a good deck:

I didn't have the Waking the Trolls in there in the first round.

In the first round, I was matched up against someone who I'd lost to the last time I drafted at IGP.  This time they had an aggressive Mardu deck, but without many snow lands.  I lost the first game, but won the second.  

They did the thing!

The third game was really tight.  I had Tergrid's Lantern down and had two life while they were at four.  I had just enough mana to sacrifice Path to the World Tree, play a land I drew, and equip my new Bear token with the wings to be able to block the angel.  If I drew a land.

Here's the board right before I sacrificed the Path.

So, first I tapped the lantern.  (The bird died.)  Then I sacrificed the path and I drew... the only swamp in my deck.  (I already had the Shimmerdrift Vale producing black mana.)  My bear was able to block the angel, and on the next turn I tapped the lantern three times, getting them to discard both cards and sac the angel.  I won the following turn. 1-0.

In the second round, I was up against someone who had been playing since Thanksgiving!  They had a nice Bant deck and in the first game stopped me from awakening a bunch of trolls.

Sad!

I still won off of value, especially since I got to sacrifice Path to the World Tree again (third time of the draft).  In the second game, I had to use Search for Glory to tutor up a snow dual.  

Got that White mana-fixing.

I got some treasures off of Goldvein Pick and that allowed me to cast Tergrid front side, who led me to victory.  2-0.

The third round had me up against a tough Boros player.  I'm not really ready to deal with more aggressive decks!  I lost game one both because they had an awesome start and I kept a bad hand that didn't lead into anything.

Where's my red?  Could there be a downside to running five colors?

I got more aggressive with my hand in game two and mulled to five.  I got lucky and my opponent got mana flooded, so I got to get out of the gate even after being stuck on one land for two turns.  Battle of Frost and Fire completely turned the tide and I pulled out that game.  The mana problems continued in the third game.  My opponent mulled to five and got stuck on two lands.  I played a slow but strong game and won with the help of my fourth sacrificing of Path to the World Tree.  3-0.

This draft went really good, though there was a lot of luck involved.  Here's some thoughts in case Kaldheim ever comes up again:
  • Grab those dual snow lands!  Mana fixing + snow is awesome.
  • Horizon Seeker is great!  
  • Ravenform is pretty good removal for big stuff.  
  • There's lots of removal.  Grab it!
  • The giants were really good.  With Basalt Ravager, it's really good.  Having all the changelings was really helpful too.
  • I love drafting!

Happy Magicking!


Tuesday, December 31, 2024

Kingdom Neapolitan Commander Draft

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:


Minsc & Boo: