Never Asked Questions – 1

It’s hard to do an FAQ post about your novel, when no one’s really asked any questions yet. Specifically because I haven’t really done any marketing yet, and everyone who’s bought a copy is someone I have met in person. Still, my first novel exists as a physical product, so this seems as good a time as any to put together a few thoughts, in the format of an FAQ. Also, I’m keeping these ones fairly general in scope, and I’ll do a more spoilery one about specific events later, if it comes up.

Behold the physical product in all its paperback glory. BEHOLD IT.

The Cover

I spent an embarrassingly long time on Fiverr trying to pick out a cover artist. It wasn’t helped by my really not knowing what I wanted. I’m not a design guy, after all. I mean you’re reading this on an orange and mustard yellow WordPress blog for fuck’s sake.

Then after over a month of back and forth, a closed account, and a Fiverr refund process, I started again. And the second time I chose better. Much better.

Consider this a full-blown endorsement for the artist who did the cover, Lena Semenkova. If you find yourself in the market for some art with a big bold colourful style, then I heartily recommend her services. Absolute professional.

Future Plans

It is no secret that this is not the end of the story. It even says so in the introduction. Specifically, while I have no intention to stop writing things in this setting any time soon, this story in particular is the first part of a trilogy. I know the tentative titles of books two and three, but I’ve yet to name the trilogy. I’ll have to figure that out when book two is releasing. Not least so I can turn on the hidden subtitle layer in book one’s cover, with the nice place to put the “Book 1 of the ?????? trilogy”.

I allude to this in the introduction to the book, but I started writing purely for fun, with no overarching plan. I wrote away until I had what felt like a story with an ending, in two rough acts with a one chapter epilogue as a finale.

Then I asked the question “wait how long IS a book?”. Shorter than what I’d written, I’ll tell you that much. As it turned out, act 1 had a very natural end point, so I split the file and that first act, after COUNTLESS rewrites, proofing, and editing passes, became Empty Shells.

For some time, during rewrites my plans fluctuated between a single sequel and a trilogy. In one version there was a single sequel with an overgrown epilogue chapter as a payoff element to the events of the story.

However, as I wrote and rewrote it, I found this unsatisfying. It limited the scope for fun asides, fluff, and world building in “act 2”, and left very little scope to explore what was happening in the epilogue, which increasingly felt to me like I was just showing a slice of the end of “act 3” without showing how this came about.

So, once again, the file was split, with me finally settling on a definite three act story, each part having a start and an end, a clear thread running through them, and plenty of space for me to explore.

Where do we stand now? Book 2 is undergoing a last few rewrites. I’ve recently reread it, and having been away from it for a while reviewing Empty Shells, and coming back with a fresh set of eyes, I’ve seen a fair few areas that need revising. Structurally, though, it’s all there. Over the next few months I’ll plug on until it feels right, but it’s smallish changes for the most part. And the ever present proofing and editing of course.

Book 3 needs a lot more work. The shape of the “A story” is in place, but I’ve got some additions and improvements in mind. The “B story” is in a much earlier state, but reading and rereading it made me feel that it was sorely needed.

As for the titles? They’re a little spoilery, so I’ll hold those for now.

Why this story?

Empty Shells is kind of the third thing I’ve started writing. The first was a sci-fi story, which I do intend to come back to and finish, at some point. The second was “The Monsters Among Us”, which I do a little bit on from time to time, but is mostly sitting in my head (and which started in concept as RPG source materials).

I talk about this in the introduction to Empty Shells, but when I was thinking about some of the chapters I wanted to do in MAU I put in one with Bariel and Sully, a married angel and demon couple. Then I started wondering how this fit into the wider setting I was building in my head, how religion, the afterlife, and angels and demons “worked”.

Then I kind of slipped sideways into wanting to do something with the Heaven and Hell side of the setting, and ended up sitting down one day and saying to myself “just start writing and see what happens”. And this time, I didn’t stop. And in the process I ended up getting attached to both the setting and the characters.

Oh, and for the record, that sci-fi story, MAU and Empty Shells are all in the same setting.

Why these characters?

Other than Bariel and Sully (who will be appearing in both one of the sequels to Empty Shells, and MAU in an upcoming chapter) I started with two distinct concepts, and as is so frequently the case with me, I decided to take both and roll with them.

The first, which I think arose while brainstorming some of the mechanical aspects of Hell in the setting, was Fin and Ash, having their chat in Ash’s room in the labyrinth. Barring some additions, that scene has actually stayed remarkably similar to my original thoughts on the topic. The concept of curses, and of the labyrinth as a cruel pseudo-purgatory came about here. I toyed with various possible relationships for Fin and Ash, whether they would be blood relatives or a romantic couple, but I found myself quickly preferring the “devoted best friends” path. Not least because it said something immediate about both the setting (this wasn’t a fire and brimstone Hell for bad people) and about the characters themselves (Fin’s decades long refusal to abandon his friend).

Ash has barely changed since that first planning session. Somehow in my head they always seem to be “just Ash” and changing them is unthinkable for some reason. Fin, however, did change somewhat. In that original concept his physical changes in the afterlife were far more pronounced. His original design concept was more reptilian, with him intended to be scaly, and to possess a tail and a more reptilian facial structure. Part of the thought at this point was that curses led to more pronounced physical and psychological changes, which I ditched fairly early on, with curses becoming more “something that happens to you, separate to the physical changes”. I think in part because I wanted it to not be immediately obvious who had one.

A key part of Fin’s place in the stories I was thinking up was that he had an established place in Hell. I also, once the concept of the labyrinth was in my mind, wanted someone who had no idea what the hell was going on. And that’s where Mikey came in. Firstly, I will admit here that I was embarrassingly far into writing the story when I realised that his original name was a truly terrible pun and ctrl-h’d it out of existence.

Mikey, too, had a much more monstrous nature in the first concept, while his physical design was similar to how it’s described in Empty Shells. That early version of him had a combination of his curse induced hunger, and a biological inability to eat anything but rotten carrion due to his fly biology. I dialled this back in very short order because frankly he’d have just had far too miserable a time for me to enjoy writing him.

For some reason I don’t fully comprehend, Reggie and Scamp kind of came into existence beside him. I think in that earliest hazy concept he met the imps while raiding bins for rotting meat, before encountering Fin for the first time. Scamp pretty much ended up riding around on his shoulder from that point on, and there wasn’t much I could do about it.

Then there’s Nox. I wasn’t joking in the introduction when I said he just turned up and refused to leave. I was writing the chapters with Mikey in the Waystation, and he just sort of appeared when I was writing it. His appearance stayed more or less unchanged from the moment I wrote his debut. His backstory was pretty much done that night, too. It was only a few details like his job and the bike that came a little later in the process.

Why so violent/horny/gay?

Okay, so roll with me on this one. It was an early decision that permanent death, for angels and demons of all kinds, would be an outstandingly rare thing, which pretty quickly became an integral part of the plot of the trilogy.

Now, when you think of a setting where people for the most part can’t die, and injuries are temporary, then that is naturally going to be reflected in the society that creates. People would be much more cavalier about personal safety, much more willing to take risks, and equivalently less concerned about violence and injury. This is reflected in the story.

As are some of the concerns that would be introduced by this. The fear of captivity, and by extension “the rule”, etc.

Now, this, in a way, flows to the second part of our question. If I’ve settled on a setting where violence is commonplace, and in fact an essential part of the story, which it doesn’t shy away from portraying… It feels prudish to then self-censor crude and sexual humour, and implied and actual sex. Especially when the sex in question is between consenting adults.

As to the general horniness, and directness of the characters, this comes from another societal consideration of the setting. In Hell, as it’s presented, it’s the case that the characters are acting in an environment where taboos and societal expectations of a certain type of behaviour are simply not present. Pregnancy is not a thing for the formal mortals, nor are STDs for the most part, so they mostly do what they like with who they like.

In my mind, when some newly dead person makes it out of the labyrinth and into the border cities, and deals with the immediate “oh fuck I really am dead” issue, there’s a kind of culture shock effect. Most people, especially people who were, for whatever reason, to some degree repressed in life start out trying to keep their head down a bit, realise quickly enough that no one gives a shit, and then kind of throw themselves into a bit of debauchery until they’ve worked it out of their system (and in most cases find themselves a new baseline which is a tad higher on the casual debauchery scale than when they were alive).

It’s also the case that in the setting “unconventional relationship dynamics” are much more common and accepted. Mostly coming, again, from that absence of an expectation that “two person heterosexual relationship” is the default. Now there’s still a lot of that, because statistically most people are straight, but there are more casual relationships, poly relationships, and other dynamics than in the real world.

An element of that being that people here are effectively immortal. There are people who have been in dedicated relationships for millennia, and others who have ended relationships after years or decades because they as people have changed, or the relationship has run its natural course (remaining in an unhappy marriage is vanishingly rare in Hell for a variety of reasons, not least of which is the stipend). And the same applies to poly relationships, with immortality granting people all the time to live in different ways and find out what makes them happiest.

A point to bear in mind, too, which isn’t really raised in the book itself (because it just doesn’t naturally come up) is that we only really see locations in the border cities and close to them. Places like Indigence and Diligence which are still the most “modern day Earth-Like”, and where age 300 is considered old. Things can get weird, the deeper you go into Hell.

And that brings me to the last part of the question. It’s been noted to me that, among the primary cast at least, the demographics lean very LGBTQ+, and that this could, hypothetically, be misinterpreted. So, to answer this in two parts:

1: My protagonists, in this story at least, are queer because I’m bisexual and just decided to write them that way because when I was planning them out I’d made my characters and decided I wanted my OCs to kiss, and they were already both boys (and then Nox turned up, and I just shrugged and let him stay). So there. And that, naturally, leads narratively to some of the people around them also being that way inclined, or of the more accepting mindset.

2: The fact they, or anyone else for that matter, is in Hell has absolutely nothing whatsoever to do with their race, sex, gender presentation or sexual preferences. It’s implied at various points in the story that humanity has historically misunderstood how the afterlife, demons, and angels, work. This inludes the selection process for the afterlives. To be explicit: within the setting of these stories, Hell is not a punishment, it’s the default. Everyone goes to Hell, unless they meet Heaven’s mysterious selection criteria (which I will go so far as to say at this point, without making excessive spoilers, is primarily based around a person’s proportional contribution to the good of the world and the people around them).

Why the chapter structure?

The chapter intros came about for two reasons. The first is that one of the major things I struggled with in the past was working out how the hell to start a story. Add to that that a lot of my writing experience comes from D&D games, which involves a lot of environmental description and lore construction (often on the fly because your players have DONE IT AGAIN). So when I started writing, having roughly that first chapter in mind, I started, instead of going straight to business, with describing the labyrinth as if I was narrating the opening to a campaign.

I stuck with them because they gave me a fun way to give out related (or at least tangentially related) pieces of lore in each chapter without the need to have characters stop what they’re doing and explain them. Especially if they themselves aren’t fully informed. It means I can do things like introduce curses in a way that characters never would in dialog, and limit how much of that conversation they have to have “on screen” to the parts that are relevant to character and events. I try, for the most part, to tie each one in part to the events of the chapter, but it varies how much I stick to this.

In my head if I ever do an audiobook the chapter intros and the chapters themselves would have seperate narrators.

What’s with the footnotes?

I always loved Pratchett’s use of footnotes for little asides, and there’s an element of “shameless tribute” in my use of them. Also, though, when I’m writing I think of some joke or aside or anecdote and think “what the hell” and throw them in. I’ve been told that if you know me, they practically sound like me, which amuses me no end.

For no real reason, I’m going to end this with a photograph I took from the roof terrace in Dubrovnik where I wrote a small part of book 3. Mostly because the world needs to see this view.

This photograph not brought to you by the Croatian tourism board, but if they want to bribe me I’d happily go again. “Croatia: It’s bloody lovely”.

Yes, I actually pressed the scary button and published a book.

I will have more to say on this in the future, some of the how’s and why’s and what I might have done’s of the book’s content. But most of my time, including things I meant to do here, have gone into actually writing and editing it, so it might be a while.

But, for now at least: Empty Shells, a demonic adventure story, is now available on Amazon as an eBook and paperback.

Pining for the Fjords

Nearly there, taking details from various fan versions of the norway Ive added some raised and recessed sections and visible phaser arrays, torpedo launchers and a traditional deflector dish, as well as some Attack Wing style window squares. The first print run will tell whether I’ve got them prominent enough for the intended scale.

Now all that’s left is the nightmare of panel lines. Now they wouldnt BE a nightmare if I knew what I was doing (I saw a method of doing it through modifiers which would work very nicely if my geometry wasnt a bit of a “novice grade mess”.

A wild Diversion Appears

For many years I’ve dipped in and out of 3D modelling, learning very specific tasks such as texture mapping or skeleton binding or arcane format conversions for…projects. Never however have I produced a 3D model of my own from scratch, until now.

Because owning a 3D printer and having no ability to effectively use blender was a tad too daft even for me…

So here we go.

The first 3D model I ever built. I have no particular fondness for the Saladin class, and if I did it would be the refit version, however it was a really nice simple set of shapes and I thought it would give me a nice concept of how much detail would show up at Attack Wing scale. When I’ve primed the physical one and found somewhere to mount the peg I’ll definitely post a picture here.

And while that was printing I set about making myself something a tad more relevant to the things I actually want to play in Attack Wing…notably the Norway Class. This one clearly isn’t finished yet, but I thought for once I’d post a WIP.

The more canon eyed among you may spot various oddities in both these designs. In both cases the designs are a hybrid of various different images of the ships, taking details from a few sources and changing some to account for what works at 5-7 centimetres long.

For example the TOS-Style Saladin is commonly pictures with a Constitution style deflector dish hanging on an arm below the centre of the saucer which would be a complete structural failure in resin, so I substitued an equally era appropriate sensor dome. Also the pipes on the back of the nacelles are closer to solid fins here to maintain integrity without losing the general shape.

The Norway is an even trickier one because just about every image of the Norway Class has some variations. For those not as much of a nerd as myself the reason for this, and why the class never appeared after First Contact, was that the original 3D file was lost and not rebuilt until eaglemoss wanted to produce a physical model, so just about every intervening version takes some liberties with the details of the original…And I do exactly the same here. Hopefully I’ll be able to show off the finished version of this in physical form pretty soon.

Oh and should I deem these good enough I shall post the files here for download, as I will with any other ships I make.

So, captains…Saru is the science ship captain and Burnham is the more flexible captain (I did consider a more sarcastic ability which literally allowed some form of limited cheating but I do actually like Discovery).

Stamet’s specifically makes the Spore Drive more efficient (used with any other crew you don’t get an action the turn you return). Culber is a standard doctor ability…however if you use the Lorca/Stamets/Spore Drive combo Culber gets you a third use of the Spore Drive.

I’ve given Reno an ability representing a kind of “bodge it together” tech improvisation. Owo, Rhys and Nhan have pretty standard “assorted bridge crew” abilities. Tilly’s is intended to be a tad less reliable, representing a kind of “flash of inspiration” support character. All the abilities are useful to some degree, and you’ll know which you get at the start of turn so you can plan accordingly.

Cube Night, 10 decks

Last night we replaced our usual casual draft with cube draft night.

We had a pretty decent turnout, ten this time, over six last time. This time I got the decks given back in at the end so I could have a look over what people made.

I can’t recall the exact order of the final results but the first and second place decks are at the end of the page.

NOTE: I’m Danny if you hadn’t guessed from the URL.

BR Aggro/Midrange: Two players turned out to be competing over the vampires and goblins and both ended up with a little of each (It doesn’t help that I really need to add an extra goblin lord and I’m missing one of the vampire lords so it can take slightly too long to work out that vampire and goblin tribal are things).

[d title="Adam: BR Aggro/Midrange"]
Creatures
1 Legion Loyalist
1 Fire fist Striker
1 War-Name Aspirant
1 Rix Maadi Guildmage
1 Pyrewild Shaman
1 Markov Patrician
1 Solemn Simulacrum
1 Falkenrath Noble
1 Erebos's Emissary
1 Purphoros, God of the Forge
1 Exava, Rakdos Blood Witch
1 Bloodfray Giant
1 Falkenrath Aristocrat
1 Mogis, God of Slaughter
1 Manor Gargoyle
1 Shadowborn Demon
1 Thundermaw Hellkite
1 Gurmag Angler
1 Hangarback Walker

Spells
1 Searing Spear
1 Rakdos Charm
1 Dragon Fodder
1 Dreadbore

Land
1 Savage Lands
1 Temple of Malice
1 Blood Crypt
5 Swamp
9 Mountain
[/d]

This deck worked pretty well losing only to my mono white aggro. I was unsure about the power level of True-Name Nemesis, but in this case it sort of enabled a hard counter based control deck in base blue, in a very different build to how I would have done it.

[d title="Jack: Bant Control"]
Creatures
1 Jeskai Elder
1 Lhassa, God of the Sea
1 True-Name Nemesis
1 Vendilion Clique
1 Lavinia of the Tenth
1 Meloku the Clouded Mirror
1 Rubinia Soulsinger
1 Myr Battlesphere

Non-Creature Permenants
1 Sensei's Divining Top
1 Sword of Light and Shadow

Spells
1 Serum Visions
1 Planar Outburst
1 Feeling of Dread
1 Impulse
1 Essence Scatter
1 Counterspell
1 Dissipate
1 Scatter to the Winds
1 Cryptic Command
1 Force of Will
1 Blue Sun's Zenith
1 Sphinx's Revelation

Land
1 Hallowed Fountain
1 Temple of Enlightenment
1 Temple of Mystery
1 Thornwood Falls
1 Tranquil Cove
1 Forest
3 Plains
9 Island
[/d]

There’s a bonus synergy in this that I never realised was in there, which is Champion of Lambholt and Krenko, Mob Boss. I lost a game to that and nearly lost the round.

[d title="Rich: Jund Ramp"]
Creatures
1 Llanowar Elves
1 Fyndhorn Elves
1 Blood Seeker
1 Pilgrim's Eye
1 Managorger Hydra
1 Champion of Lambholt
1 Erebos, God of the Dead
1 Temur Sabertooth
1 Hellrider
1 Krenko, Mob Boss
1 Throat Slitter
1 Jiwari, the Earth Aflame
1 Sek'Kuar, Deathkeeper
1 Grave Titan
1 Rampaging Balts
1 Omnath, Locus of Rage
1 Ulamog, the Ceaseless Hunger

Non-Creature Permenants
1 Scythe of the Wretched
1 Thran Dynamo

1 Bow of Nylea

1 Garruk, Primal Hunter

Spells
1 Go for the Throat
1 Terminate

1 Prey Upon
1 Crater's Claws

Land
1 Crumbling Necropolis
6 Forest
6 Mountain
5 Swamp
[/d]

This is the second deck that was slightly weakened by the two players switching between vampires and goblins part way through the draft. I don’t think it worked out too badly though as both players ended up with some strong stuff, just weren’t able to go all out on the tribal aspects.

[d title="Johan: Izzet Goblin/Midrange"]
Creatures
1 Signal Pest
1 Goblin Bushwhacker
1 Snapcaster Mage
1 Mogg War Marshal
1 Goblin Wardriver
1 Goblin Chieftain
1 Goblin Rabblemaster
1 Oracle of Bones
1 Wurmcoil Engine
1 Niv-Mizzet, Dracogenius

Non-Creature Permenants
1 Sol Ring
1 Sword of War and Peace

Spells
1 Ponder
1 Krenko's Command
1 Divination
1 Hordeling Outburst
1 George
1 Clan Defiance

1 Lightning Bolt
1 Brainstorm
1 Negate
1 Battle Hymn
1 Lightning Strike
1 Izzet Charm
1 Brimstone Volley

Land
1 Mana Confluence
1 Steam Vents
1 Swiftwater Cliffs
1 Ghost Quarter
1 Forest
4 Islands
8 Mountain
[/d]

Someone did manage to pull off a tribal heavy deck and that was the zombie deck. It’s not 100% tribal but it does have a good assortment of lords, token makers and some nice effects.

[d title="Martin: Dimir Zombies"]
Creatures
1 Vampire Lacerator
1 Sultai Emissary
1 Servant of Nefarox
1 Lifebane Zombie
1 Geralf's Messenger
1 Diregraf Captain
1 Lich Lord of Unx
1 Cemetery Reaper
1 Liliana's Specter
1 Havengul Runebinder
1 Liliana's Reaver
1 Relentless Skaabs
1 Grimgrin, Corpse-Born
1 Keiga, the Tide Star
1 Vela the Night-Clad
1 Silent-Blade Oni

Non-Creature Permenants
1 Corpseweft

Spells
1 Think Twice
1 Murder
1 Far//Away

1 Moan of the Unhallowed
1 Barter in Blood

Land
1 Nephalia Drownyard
1 Cathedral of War
8 Island
8 Swamp
[/d]

Something went wrong with the round pairings and I ended up playing against this deck in round 3 instead of the eventual winner, but I really don’t mind because we had a seriously good pair of games ending in a tie in game three at closing time.

[d title="James: Orzhov Midrange"]
Creatures
1 Knight of Infamy
1 Gatekeeper of Malakir
1 War Prist of Thune
1 Tidehollow Sculler
1 Fiend Hunter
1 Eidolon of Countless Battles
1 Brimaz, Kimg of Frescos
1 Flickerwisp
1 Sin Collector
1 Drana's Emissary
1 Athreos, God of Passage
1 Sublime Archangel
1 Restoration Angel
1 Molten-Tail Masticore
1 Tasigur, the Golden Fang
1 Abhorrent Overlord

Non-Creature Permanents
1 Banishing Light
1 Chromatic Lantern
1 Ob Nixilis Reignited

Spells
1 Honor's Reward
1 Unburial Rites
1 Black Sun's Zenith
1 White Sun's Zenith

Land
1 Scoured Barrens
9 Plains
7 Swamp
[/d]

I didn’t get to see many of this decks games but I saw some properly silly board states such as Thragtusk with a Batterskull and Sword.

[d title="Pete: Slightly Abzan"]
Creatures
1 Dryad Militant
1 Experiment One
1 Thalia, Guardian of Thraben
1 Strangleroot Geist
1 Avatar of the Resolute
1 Vault Skirge
1 Farhaven Elf
1 Undergrowth Champion
1 Eternal Witness
1 Briarpack Alpha
1 Thragtusk
1 Vorapede
1 Blood Baron of Vizkopa
1 Hydra Broodmaster

Non-Creature Permenants
1 Prophetic Prism
1 Hedron Archive

1 Umezawa's jitte
1 Sword of Body and Mind
1 Batterskull

1 Whip of Erebos

1 Karn Liberated

Spells
1 Putrefy
1 Murderous Cut
1 Overrun

Land
1 Mutavault
7 Forest
6 Swamp
2 Plains


[/d]

Sadly I saw even less of this decks games.

[d title="Nate: 4 Colour Goodstuff"]
Creatures
1 Mother of Runes
1 Vhitu-Ghazi Guildmage
1 Voice of Resurgence
1 Shaman of Forgotten Ways
1 Yasova Dragonclaw
1 Heliod, God of the Sun
1 Silent Arbiter
1 Prognostic Sphinx
1 Keranos, God of Storms
1 Lurking Automaton
1 Scuttling Doom Engine
1 Void Winnower

Non-Creature Permenants
1 Ral Zarek
1 Ajani Vengeant

1 Eldrazi Monument

1 From Beyond
1 Primeval Bounty

Spells
1 Rampant Growth
1 Wrath of God
1 Urban Evolution

1 Simic Charm
1 Lightning Helix
1 Selesnya Charm
1 Fact of Fiction

Land
1 Temple of Plenty
1 Jungle Shrine
3 Mountain
6 Forest
3 Island
4 Plains
[/d]

My deck made second place in the end. I will admit that this is a slightly refined version of the deck I changed to after a couple of games. The original tried to include a couple of nice green cards. I could have easily done a quite nice Selesnya build but would realistically have had to ditch Lingering Souls so I opted for the mono white with flashback cost in the end.

[d title="Danny: Mono White Aggro"]
Creatures
1 Doomed Traveler
1 Elite Vanguard
1 Soldier of the Pantheon
1 Gideon's Lawkeeper
1 Containment Priest
1 Nearheath Pilgrim
1 Seeker of the Way
1 Knight of Glory
1 Azorius Arrester
1 Archetype of Courage
1 Monastery Mentor
1 Mentor of the Meek
1 Fiendslayer Paladin
1 Field Marshal
1 Crusader of Odric
1 Gideon's Avenger
1 Silverblade Paladin
1 Daghatar the Adamant
1 Knight of Obligation

Non-Creature Permenants
1 Skullclamp
1 Loxodon Warhammer
1 Sword of Feast and Famine

Spells
1 Midnight Haunting
1 Lingering Souls
1 Spectral Procession

Land
10 Plains
2 Swamp
1 City of Brass
1 Evolving Wilds
1 Arcane Sanctum
[/d]

The eventual winner, in only his second cube draft (in fact second draft full stop) is this grinding unkillable graveyard deck.

From what I’m told most games were won through clogging up the board with the regenerators and Tarmogoyf and then just waiting until some late game value engine could guarantee the win.

I saw at one point Deadbridge Chant reanimating a Pontiff of Blight. I’m told one game went long enough for Silence the Believers to be a one sided board wipe and another was one through just sitting on Sheoldred.

I do think that the deck could stand another graveyard themed one drop on top of Deathrite Shaman (who should get a boost when I add fetches) but it certainly works.

[d title="Ollie: Golgari Graveyard"]
Creatures
1 Child of Night
1 Jade Mage
1 Tarmogoyf
1 Wolfer Avenger
1 Nyx Weaver
1 Graverobber Spider
1 Lumberknot
1 Korozda Monitor
1 Cudgel Troll
1 Jarad, Golgari Lich Lord
1 Garret's Packleader
1 Silumgar Butcher
1 Rakshasa Gravecaller
1 Golgari Rotwurm
1 Pontiff of Blight
1 Sheoldred, Whispering One

Non-Creature Permenants
1 Nevinyrral's Disk
1 Deadbridge Chant
1 Liliana of the Veil
1 Vraska the Unseen

Spells
1 Kodama's Reach
1 Ultimate Price
1 Silence the Believers

Land
9 Forest
8 Swamp
[/d]

The version of the cube which we played with was not 100% matching that in the online version but it wasn’t far off.

Battle for Zendikar: The alternative set review

With yet another spoiler season drawing to a close I wanted to talk a little about Battle for Zendikar. I don’t have the patience for a full blown list of every card (and there are plenty of regulars who would do a far better job of it than I) so I’ve decided to cover a few different categories.

The format I play the most is draft but this will lean into the realms of constructed as well.

The cards I most want to play with.

First up I’m very much hoping that I manage, at least once, to pull of a Black/Green Eldrazi Scion sacrifice Deck in limited. There seems to be a reasonable number of options to do this without getting lucky with rares, although I want to start a draft with Brood Butcher.

Another limited deck I’d like to pull off is allies with a hint of lifegain. I’m a great fan of limited decks capable of ending the game on a silly amount of life (I’ve had some 3xKTK Abzan mirror matches ending on 50 or 60) and Lantern Scout strikes me as one capable of pulling that off. The allies deck itself seems pretty fun, but I’m not convinced it wont be the thing that’s fought over in draft (especially given its quite heavily in white and where I play whites often over drafted, although that’s probably just us).

en_2VDtpv4Pu8 en_Yuxp4WpiVBWhen it comes to the properly big stuff…I haven’t actually played in an environment where this kind of thing was particularly viable (I came back to the game around New Phyrexia). From what I head Rise of the Eldrazi was a hell of a format but with the reduced number of Scions vs Spawn and the fact that they’re more combat relevant I don’t know if it will actually be viable to try and cast a ten-drop in limited. That doesn’t mean though that I won’t be giving it a go. I’m rather hoping to get a desolation twin or Ulamog win in somewhere along the line. Here’s hoping for something even bigger and sillier in OGW.

The cards I least want to play against.

There are certain kinds of cards that rub me up the wrong way in draft games. Usually they’ll be things that very rapidly turn a game into something extremely one sided. Sometimes these are overpowered cards, or hard to interact with “if this happens you’re done” cards (recently Sagu Mauler springs to mind). “Bad” cards are just as likely to appear here because magical Christmas land doesn’t look so good from the outside.

First mention goes to a pair of cards which, while not inherently unfair are going to reduce a lot of draft games which could otherwise have been turned around into one sided smash fests. While both of these abilities require the player using them to at least have a board position and preferably a stream of allies but when they DO work it wont be a feel good moment for the player on the defense.

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Swarm Surge gives me the same feeling of a game rapidly turning into crap. Given the amount of devoid, colourless and scions around I can see it not being that unreasonable to be utterly blown out by this from a fairly stable board. Although I do want to give this one a try, especially if I can get a scion heavy deck.

The cards I will want to get hold of quickly

With every new set that comes out I always prioritize the same 2 things, before anything fun like planeswalkers and bomby creatures. Lands and removal.

These…whatever the final decision on their name turns out to be…slow-ish fetchable duals…They’re far from exciting (a major theme of this section) but they’re what we have and if we want to play standard we’re playing them. And I doubt an extra fetchable dual will hurt in commander or a lower power cube like mine (once i add fetches of course).

As for man-lands I have a particular liking for the black/white one, especially given I’ll be needing a replacement for Temple of Silence in the warrior tribal deck. Oh yeah and whatever the horrendous Abzan deck of the format is I’m sure it’ll slot straight in.

Then there’s removal, since RTR came out I’ve always focused on getting the better rare removal. Mizzium Mortars, Abrupt Decay, Dreadbore, Hero’s Downfall and similar cards are almost certainly going to get used at some point and most pull their weight through standard and on into commander and cube beyond that.

en_rU0CrkrtQ7“Not quite Hero’s Downfall” is by no means bad. I played Dreadbore plenty, especially in my late beloved Mardu Vampires deck and this has a nice little potential upside to it.

en_m3i8eGb71O“That exact thing there can sod right off” will probably slot into every commander deck I make on the general principle that it will fill in whatever removal void the colour combination lacks. My mono-black demon tribal Ob Nixilis deck immediately springs to mind.

en_PitAVDWBFmSpeaking of Ob Nixilis, it’s Ob Nixilis. This new one doesn’t exactly break new ground, but…well it’s just a huge heaping pile of value on a card. Basically new Ob Nixilis is the card you would design if you wanted to explain the textbook examples of a solid planeswalker. At the absolute minimum he’s card parity, killing a creature or drawing a card to replace itself and if left unchecked will absolutely dominate the game. He isn’t too expensive, he has enough loyalty to survive a lot of pounding and his ultimate will win the game in short order.

en_cWrCnmEiuPOf course there’s a place for creatures too and I’ve taken a liking to Undergrowth Champion, particularly along with Avatar of the Resolute. I’m thinking of attempting to build up either GW +1+1 counters or going into Abzan for Abzan Ascendancy…yes and Siege Rhino. Alternatively you could go all in on mono-green with hardened scales, Managorger Hydra…maybe Den Protector.

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There’s a bonus mention here for “All the Eldrazi” as all this colourless goodness is making me crave a 5 colour Eldrazi ramp EDH deck complete with all the Eldrazi legends (because sometimes casual is fun) and Progenitus as commander. All silly, all the time.

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Filling this sets desirable uncommon slot is Sylvan Scrying. Not a lot to say but I’ll definitely want to pick up a few.

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Also in the desirable uncommon slot is Stasis Snare. While it’s not as universal as O Ring, “exile target creature” is still pretty good. Especially as a sideboard vs anyone unlikely to be able to easily get rid of it.

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Scatter to the Winds is another “unexciting but playable” entry. This time “cancel with slight upside” makes a 3/3 in the late game. That’s by no means bad. I was quite happy with Dissolve and Dissipate and they were both fairly slight upsides. I’d happily play a couple of these in a deck that wants them.

And Finally…

Today’s honorable mention, the Battle for Zendikar special award for the card I will most come to resent opening in packs…

It’s a straight up tie…I couldn’t make my mind up between hard to cast, limited targeting mind control and a derpy limited effect enchantment.

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Granted I might be horribly undervaluing these but…I don’t THINK so.

I’m a little warmer to the other converge cards. Lose 3 and draw 3 is by no means bad and an adjustable Pyroclasm could be cool.

My rampant speculation for the next set is “Red will be pushed”. Every other colour seems to be getting nicer toys in this one so I’m going to go for a playable Chandra and a couple decent burn spells at the lower end (perhaps not a 1R for 3 burn but something to serve as constructed burn filler).