MTG Commander: Karametra, God of Harvests

This deck is an Elf Bomb: accelerate mana through mana elves and Karametra’s land drops, and win with large X creatures or hordes of elves.

Karametra, God of Harvests helps a lot with ramp, but she also requires a lot of tutoring and shuffling, so it can slow down the game considerably if you also want to time your plays correctly. The main reason I’m taking the deck apart is because I’m going to rebuild it around Chulane, Teller of Tales, who helps with both ramp and card draw, and avoids the delay of constant land tutoring.

This deck is reasonably good, maybe a 6/10 for power. Its fun comes from making giant creatures and/or a lot of creatures. It tends to win more when it goes wide than when it goes tall, due to lack of evasion or trample.

Now that I think about it, this deck has a problem I’ve had before in decks I build: it is basically two decks mashed together. It’s trying to do both Elf Tribal and Big Mana Stompy, but it should just choose one. I built a worse Elf deck with a poor commander, but it needs some of the cards from this deck to work well enough to bother with. I expect I’ll eventually end up with both a Chulane Big Mana deck and another Elf Tribal.

Karametra, God of Ramp

Commander (1)
Karametra, God of Harvests

Creatures (37)
Beast Whisperer
Birds of Paradise
Drove of Elves
Elvish Archdruid
Elvish Branchbender
Elvish Champion
Elvish Harbinger
Elvish Piper
Elvish Spirit Guide
Fyndhorn Elves
Heart Warden
Heedless One
Heroes’ Bane
Hydra Broodmaster
Imperious Perfect
Ironroot Warlord
Jaddi Offshoot
Kaysa
Krakilin
Llanowar Druid
Llanowar Elves
Lys Alana Bowmaster
Lys Alana Huntmaster
Quirion Elves
Priest of Titania
Sigil Captain
Stonecoil Serpent
Sylvan Messenger
Timberwatch Elf
Voice of Resurgence
Voice of the Woods
Wellwisher
Wirewood Herald
Wirewood Symbiote
Wolf-Skull Shaman
Wood Elves
Worldsoul Colossus

Enchantments (10)
Dictate of Heliod
Elephant Grass
Elvish Guidance
Gaea’s Touch
Guardian Project
Midsummer Revel
Oblivion Ring
Pacifism
Titania’s Song
Vernal Bloom

Sorceries (6)
Harmonize
Hunt the Weak
Hurricane
New Frontiers
Rabid Bite
Wrath of God

Instants (9)
Nature’s Chant
Swords to Plowshares
Mercy Killing
Condemn
Solidarity of Heroes
Dromoka’s Command
Hunter’s Insight
Ancient Animus
Warriors’ Lesson

Artifacts (2)
Prowler’s Helm
Slate of Ancestry
Lands (35)
20 Forest
Plains
Savannah
Selesnya Guildgate
Sunpetal Grove
Tranquil Expanse
Tranquil Thicket
Wirewood Lodge

MtG Commander: A Thanksgiving Story

“You should make a Thanksgiving deck with a bunch of Food cards in it,” Erik said.

“Ok.” So I did.

Finding cards to fit the theme is the easy part. I also wanted the deck to have a way to win, while still allowing for a bunch of janky theme cards. This deck isn’t competitive or consistent, but it has won games. It’s fun to play only because of the theme. I’d call it a 4-5/10 on the power scale, and fun enough to play once a year.

The Thanksgiving theme covers two very different perspectives on Thanksgiving: a progressive critique of the traditional story of pilgrims arriving in the bountiful new world on three ships, and a modern progressive stuck at a stereotypical dysfunctional family Thanksgiving dinner. I built this deck as a parody specifically because I don’t like Thanksgiving and what it stands for. Nothing here should be interpreted as endorsement of the holiday or the concepts traditionally associated with it.

(Update: I have learned, and changed my mind. If this article is accurate when it says that the national holiday of Thanksgiving was created by president Lincoln to help win the war against slaveholders, then I’m all for it. I just don’t like celebrating colonialism. https://heathercoxrichardson.substack.com/p/november-28-2019)

The theme cards are almost all green and white, and I wanted the deck to work, so Chulane, Teller of Tales seemed like a good choice for commander. A combo win condition could be added with only a few cards, and Chulane’s card draw and ramp make it that much easier to get the combo in hand.

I settled on an easy combo I am not likely to use in decks I play more often: Palinchron and Panharmonicon, for infinite mana. I added a handful of X spells for win (or just epic game end) conditions, but if I revise the deck I’d like to remove most of them. Playtesting revealed the other now-obvious benefit Chulane provides: with infinite Palinchron castings, you can draw as much of your deck as you need to find a win card, and then Chulane bounces himself back into your hand so you avoid milling yourself to death.

I didn’t add High Tide as a backup plan because of the low Island count. I did choose green enchantment ramp and multi-mana lands, to provide an alternative to Panharmonicon: If I can get 12 mana out of 7 lands, that’s enough for Palinchron to generate infinite mana.

The theme portion of the deck is used primarily as blocking fodder and ways to trigger Chulane, but there are also several theme cards that are more useful.

As for the budget… I didn’t actually buy the expensive cards for this deck, I had them on hand. I’m not that crazy… if I were, I’d add artifact tutor cards such as Enlightened Tutor.

Come on, tell me Palinchron doesn’t look like a roasted turkey?

A Thanksgiving Story

Storyteller (commander) (1)
Chulane, Teller of Tales

The Pilgrims (5)
Avacyn’s Pilgrim
Guardian of Pilgrims
Heliod’s Pilgrim
Nearheath Pilgrim
Samite Pilgrim

The Niña, Pinta, and Santa Maria (3)
Fell Flagship
Shadowed Caravel
Dusk Legion Dreadnought

Disembark: The Spirit of Thanksgiving (2)
Settle the Wreckage
Annex

Bounty of the New World (8)
Dawn’s Reflection
Fertile Ground
Gift of Paradise
Market Festival
Overgrowth
Sheltered Aerie
Verdant Haven
Wild Growth

Wildlife and the Natives (5)
Fierce Witchstalker
Wicked Wolf
Wolf’s Quarry
Maraleaf Rider
Oko, Thief of Crowns

Settling the Wilds (12)
Dowsing Dagger
Defense of the Heart
Swords to Plowshares
Giant Opportunity
Fascination
Prosperity
Hurricane
Regrowth
Dive Down
Biomass Mutation
Pull From Tomorrow
Dawnglow Infusion

Taming the Natives (9)
Wrath of God
Allay
Worldly Tutor
Mystic Tutor
Sylvan Library
Growing Rites of Itlimoc
Mass Manipulation
Prison Realm
Wargate

The Feast (11)
Festival
Insatiable Appetite
Fell the Pheasent
Gilded Goose
Bartered Cow
Witch’s Oven
Fortifying Provisions
Sanguine Sacrament
Gingerbrute
Trail of Crumbs
Turn Into a Pumpkin

The Roasting Pan (1)
Panharmonicon

The Turkey (1)
Palinchron

That Tired Feeling After Dinner… (1)
Ixalan’s Binding

Starring: Father-In-Law (1)
Feasting Troll King

Mother-In-Law (1)
Mother of Runes

Grandpa (1)
Impassioned Orator

Racist Uncle (1)
Bishop’s Soldier

Your Cousin Who Has To Go Outside To Smoke (1)
Martyr of Dusk

The Kids (1)
Curious Pair

The New Land (35)
Azorius Chancery
Bant Panorama
Blossoming Sands
Bountiful Promenade
Canopy Vista
Esper Panorama
Evolving Wilds
Flooded Grove
Hallowed Fountain
Idyllic Grange
Lotus Field
Naya Panorama
Prairie Stream
Savannah
Scorched Ruins
Sea of Clouds
Selesnya Sanctuary
Simic Growth Chamber
Sungrass Prairie
Temple of Mystery
Thornwood Falls
Tranquil Cove
Tropical Island
Tundra
Forest
Island
Plains

MTG Commander: Elsha of the Infinite

This is a Spellslinger deck based around Elsha of the Infinite, the alternate commander from C19’s Mystic Intellect preconstructed deck.

The general idea of the deck is to get a bunch of mana out, and then play lots of spells off the top of the deck. This increases Elsha’s Prowess, allowing for some big attacks, and triggers other effects like Guttersnipe to win the game. In practice, this deck was a bit inconsistent: it stalls too often when you have a land or creature on top of the deck, and it hasn’t been easy to get win conditions into play before needing to play a lot of spells.

Casting tons of spells like this can be a lot of fun to play! However, it’s not fun to play against at all. Even though the deck is fairly effective, I’m taking it apart because it’s not fun for other players. My original plan was to rebuild Elsha as an Artifact Storm deck, but I decided to build Jhoira, Weatherlight Captain instead. Artifact storm is more effective, but spoiler alert: it’s also not fun to play against.

Now it’s time to take this deck apart, so I can use parts of it for Shu Yun, the Silent Tempest.

Elsha of the Un-funite

Commander (1)
Elsha of the Infinite

Creatures (9)
Burning Prophet
Crackling Drake
Gelectrode
Goblin Electromancer
Guttersnipe
Spellheart Chimera
Talrand, Sky Summoner
Thermo-Alchemist
Wee Dragonauts

Instants (26)
Anticipate
Arcane Denial
Brainstorm
Chaos Warp
Counterspell
Disenchant
Fact or Fiction
Fork
Frantic Search
Hindering Light
Increasing Vengeance
Jaya’s Greeting
Leadership Vacuum
Lightning Bolt
Magmaquake
Mystical Tutor
Negate
Opt
Pyretic Ritual
Refuse
Repeated Reverberation
Retraction Helix
Snap
Swords to Plowshares
Turnabout
Twiddle

Sorceries (12)
Beacon Bolt
Divination
Divine Reckoning
Faithless Looting
Mana Geyser
Ponder
Preordain
Serum Visions
Tamiyo’s Epiphany
Windfall
Winds of Abandon
Wrath of God

Enchantments (5)
Ghostly Prison
Jace’s Sanctum
Land Tax
Propaganda
Unifying Theory

Artifacts (14)
Azorius Locket
Boros Signet
Burnished Hart
Commander’s Sphere
Darksteel Pendant
Izzet Locket
Mana Vault
Marble Diamond
Mind Stone
Sky Diamond
Sol Ring
Traveler’s Amulet
Wanderer’s Twig
Whispersilk Cloak
Lands (33)
Boros Garrison
Boros Guildgate
Command Tower
Evolving Wilds
Exotic Orchard
Forge of Heroes
Highland Lake
Island
Izzet Boilerworks
Izzet Guildgate
Mountain
Myriad Landscape
Mystic Monastery
Plains
Prairie Stream
Swiftwater Cliffs
Temple of the False God
Temple of Triumph
Terramorphic Expanse
Tranquil Cove
Vivid Creek
Wind-Scarred Crag
Zhalfirin Void

MTG Commander: Bad Muldrotha

It looks like my blogging will never really catch up with the decks I’m actually playing regularly, as long as I only ever blog a deck once I’m done playing it. But that’s your problem, not mine. I’m just writing this stuff down in case I want to refer to it some day.

This was another early deck build. At this point I was more focused on “this looks fun to play” than “how does the deck win?” So, we have a pile of perfectly fine cards, but no real focus when it comes time to delivering a killing blow.

The deck isn’t focused on a specific strategy other than “play stuff out of the graveyard.” When it wins, it’s because it has longevity and lots of answers: it’s good at not losing, but not great at winning.

My list of cards to add include Lotus Petal to implement an infinite combo with Muldrotha… without enough mana to actually turn it into a useful win condition… and possibly Fa’adiyah Seer for more graveyard filling.

I haven’t played the deck since I added Hermit Druid and a few other cards, but it won’t help unless the deck adds a solid way to eliminate enemies. I’m setting this deck aside until I have an inspiration for a more focused deck with a specific win condition. At this point Muldrotha is hated enough that I’m not sure it’s worth putting effort into.

Muldrotha, the Rave Guy

Commander (1)
Muldrotha, the Gravetide

Instant (2)
Growth Spiral
Fact or Fiction

Sorcery (5)
Notion Rain
Severed Strands
Pilfered Plans
Windfall
Victimize

Artifact (8)
Darksteel Ingot
Ashnod's Altar
Perpetual Timepiece
Implement of Examination
Golgari Cluestone
Bloodsoaked Altar
Guild Globe
Nevinyrral's Disk

Enchantment (11)
Kaya's Ghostform
Elephant Grass
Seal of Primordium
Moldervine Reclamation
Retreat to Hagra
The Eldest Reborn
Font of Fertility
Animate Dead
Secrets of the Dead
Diplomatic Immunity
Mystic Remora

Creature (37)
Burnished Hart
Nyx Weaver
Pollenbright Druid
Rampaging Baloths
Agent of Treachery
Returned Reveler
Merciless Executioner
Spore Frog
Archaeomancer
Mulldrifter
Deranged Hermit
Dutiful Attendant
Lumberknot
Springbloom Druid
Scholar of the Ages
Ravenous Chupacabra
Corpse Connoisseur
Tatyova, Benthic Druid
Undercity Necrolisk
Acidic Slime
Shriekmaw
Wailing Ghoul
Reassembling Skeleton
Ramunap Excavator
Vigean Hydropon
Hermit Druid
Lhurgoyf
Silkwing Scout
Glowspore Shaman
Coiling Oracle
Golgari Rotwurm
Apprentice Necromancer
Farhaven Elf
Drooling Groodion
Gurmag Drowner
Gravedigger
Bloodbriar

Land (36)
10 Forest
Island
Swamp
Overgrown Tomb
Nurturing Peatland
Opulent Palace
Temple of Mystery
Dimir Guildgate
Dismal Backwater
Tainted Wood
Simic Guildgate
Evolving Wild

MTG Commander: Kazarov, Sengir Pureblood

I have no luck with Rakdos, and yet I feel compelled to try again. Once again, here’s a decklist before I disassemble the deck.

After some tuning I was able to get it to function, but the deck’s timing is very awkward. The objective is to get Kazarov on the board as soon as possible (never as soon as you want), and then use mass-ping spells to quickly add many +1/+1 counters. Kazarov costs a lot, but the spells are cheap. Keeping them in your hand long enough for them to be useful is hard, and all those turns give your opponents plenty of time to draw removal.

I originally ran Whispersilk Cloak to get attacks through more easily, but it’s really hard to keep Kazarov on the board unprotected for a turn. Swiftfoot Boots let you wait only one extra turn for Kazarov and still protect him. Now I know why Lightning Greaves costs more.

My next set of changes to this deck would be to increase my defensive base, probably with more creatures overall, more defenders, and fewer pingers. The pingers are too easy to kill with my own burn spells, not fast enough to provide adequate defense, and not necessary to add tokens to Kazarov late game

Kazarov, Sengir Pureblood

Commander (1)
Kazarov, Sengir Pureblood

Creatures (20)
Archetype of Finality
Blood Cultist
Clackbridge Troll
Cunning Sparkmage
Fire Ants
Frostwielder
Gang of Devils
Heartless Hidetsugu
Infected Vermin
Jeska, Warrior Adept
Kamahl, Pit Fighter
Needletooth Raptor
Raptor Hatchling
Sengir Vampire
Silverclad Ferocidons
Sun-Crowned Hunters
Torbran, Thane of Red Fell
Viashino Fangtail
Vithian Stinger
Vulshok Sorcerer

Spells (20)
Anger of the Gods
Arc Lightning
Blazing Volley
Chandra’s Fury
Dark Ritual
Demonic Tutor
Diabolic Tutor
Earthquake
Electrickery
Flames of the Firebrand
Flame Sweep
Pyroclasm
Read the Bones
Rush of Vitality
Scouring Sands
Tremor
Twin Bolt
Unlikely Aid
Volcanic Spray
Without Weakness

Permanents (23)
Caltrops
Charcoal Diamond
Commander’s Sphere
Dauthi Embrace
Dictate of the Twin Gods
Fellwar Stone
Gorgon Flail
Gratuitous Violence
Jaya, Venerated Firemage
Jayemdae Tome
Last Laugh
Mana vault
Pestilence
Prowler’s Helm
Rakdos Cluestone
Rakdos Signet
Ruby Medallion
Sol Ring
Staff of Nin
Swiftfoot Boots
Theater of Horrors
Treacherous Link
Wishclaw Talisman
Lands (36)
14 Mountain
Swamp
Rocky Tar Pit
Thawing Glaciers
Evolving Wilds
Rogue’s Passage
Spawning Pool
Rakdos Guildgate
Rakdos Carnarium
Akoum Refuge
Urborg Volcano
Bloodfell Caves
Cinder Marsh
Sulfurous Springs
Tainted Peak

MTG Commander: Neheb the Unworthy

This is one of the first Commander decks I built, after tuning it a bit more towards Discard instead of Minotaur Tribal. The deck isn’t very good. The problem is that Minotaur Tribal is not awesome, but transforming it into a discard deck will just leave me with a deck I won’t enjoy playing.

I’m disassembling this to use the Rakdos color base in another deck, but thought I’d save this for posterity.

Neheb the Unworthy

Commander (1)
Neheb, the Worthy

Creatures (34)
Abyssal Specter
Anaba Bodyguard
Anaba Shaman
Anaba Spirit Guide
Borderland Minotaur
Deathbellow Raider
Emberhorn Minotaur
Fanatic of Mogis
Felhide Brawler
Felhide Petrifier
Felhide Spiritbinder
Frontline Devastator
Glint-Horn Buccaneer
Gnarled Scarhide
Gorehorn Minotaurs
Grisly Survivor
Hypnotic Specter
Kragma Butcher
Kragma Warcaller
Lavaborn Muse
Merciless Javelineer
Minotaur Abomination
Minotaur Explorer
Minotaur Skullcleaver
Ogre Siegebreaker
Pitiless Vizier
Rageblood Shaman
Ragemonger
Sadistic Hypnotist
Talruum Champion
Talruum Minotaur
Talruum Piper
Warchanter of Mogis
Warfire Javelineer

Artifacts (7)
Charcoal Diamond
Door of Destinies
Fellwar Stone
Geth’s Grimoire
Whispersilk Cloak
Rakdos Cluestone
Ruby Medallion

Instants (6)
Murder
Tragic Slip
Terminate
Doom Blade
Go for the Throat
Shattering Pulse

Sorceries (9)
Blightning
Dark Deal
Demonic Tutor
Diabolic Tutor
Flurry of Horns
Gild
Innocent Blood
Read the Bones
Tormenting Voice

Enchantments (7)
No Mercy
Bottomless Pit
Attrition
Megrim
Liliana’s Caress
Theater of Horrors
Dauthi Embrace
Lands (36)
Akoum Refuge
Badlands
Bloodfell Caves
Cinder Marsh
Evolving Wilds
Ghitu Encampment
Howltooth Hollow
12 Mountain
Rakdos Carnarium
Rakdos Guildgate
Rocky Tar Pit
Rogue’s Passage
Spawning Pool
Sulfurous Springs
Swamp
Tainted Peak
Thawing Glaciers
Urborg Volcano

Triumph Renovation part 2a: Warring States Chinese

To take advantage of Museum Miniatures’ January sale, I placed a large order for Warring States Chinese figures to bring my triple army up to date. So far I have painted up a lot of Bow Levy, and rebased my DBA 4Sp figures as Light Foot for Early Warring States.

All of the figures are Museum. The red guys were painted by JM, the rest by me.

After I finished painting up all the Bow Levy bowmen, I read the Meshwesh army list more closely and realized I should’ve gotten crossbowmen instead. I opted not to restart from scratch. I have about 5 more bow figures that I will eventually base as Skirmishers or Archers depending on what the army needs when I’m finished.

Newly painted Museum 15mm Warring States Chinese bow levy.

After rebasing, I got 16 stands of Light Foot out of my 12 stands of 4Sp and assorted spare spearmen. This is not quite enough for a triple Early Warring States army; it looks like I may need to buy a few more packs of spears or just pretend my halberdiers are light foot.

Rebased Warring States Chinese Light Foot, Museum Miniatures

JM’s basing didn’t match mine, and the paste he used ran off the sides of the metal bases, so I decided to rebase his 3Cb as proper Archers, and rebased a few Skirmishers for good measure.

Rebased Museum Miniatures Archers and Skirmishers

Running tally of Triumph Conversions

This post

  • Newly Painted: 12 elements; 36 figures (plus 5 not shown)
  • Rebased: 20 elements

Total

  • Newly Painted: 34 elements; 109 figures
  • Painted/Rebased: 7 elements; 8 figures painted
  • Rebased: 32 elements

 

Triumph Renovation part 1: Greek, Thracian, Macedonian, and Persian

I’ve started playing Triumph. After building a few armies out of my existing DBA figures, I decided to build up my armies to better work with Triumph. Depending on the army, this means either rebasing elements or painting new ones to increase the size of the force.  I’ve had to do a little of both, to get my Classical armies up to date.  Clearly I need to adjust my depth of field  and get some better lighting before I take too many more pictures.

I started with figures I had on hand that extend the armies I already have painted. My first batch was enough Greeks and Thracians to at least be able to field single armies.

Now that Greek Hoplite armies are mostly Heavy foot but with some Elite Foot, I need both more elements in total and some different elements to distinguish between Heavy and Elite.  I painted up some Essex Later Hoplite Greek figures wearing metal breast plates to represent Elite Foot, as well as a dedicated general and a few more linen armored units.  Everything is hand painted including the shields, but my decreasing eyesight is becoming apparent.  Along with my 12 Spartan Hoplites this is more than enough to field most Hoplite-heavy Greek armies or a Persian triple army mercenary Hoplite contigent.

Newly painted Essex Later Greek Hoplites, 15mm

The other major change in Greek armies was reclassification of light troops from Psiloi to Rabble.  I had 2 elements of Greek Psiloi that I rebased as Rabble, and eventually I painted some more to bring it up to 4 rabble. The paint jobs were close enough that none of the figures stand out, once they’re based consistently.  I also painted 3 elements of Thracian Light Foot to augment my Thracian army.

Thracian light foot in the front; Essex figures with maybe a few Old Glory? Rebased Greek Rabble in the rear; Essex 15mm

A combination of rebased and newly painted Greek Rabble: mostly Essex, some Old Glory.

Along with the Greek Rabble, I also painted a bunch of Javelin Cavalry for my Alexandrian Macedonian army. Most of these represent Thessalian Cavalry, but there’s also an element that is more plausibly Thracian.  This is a mix of Magister Militum (Chariot) figures and Essex 15mm. The size difference is apparent if you’re looking for it, but not so bad when they’re based consistently and with only two horses per element.

Newly painted Greek and Thracian cavalry for Alexander the Great. Essex and Magister Militum 15mm

Thinking a bit harder, I don’t remember what order I painted all these in, so I might’ve gotten some of it wrong.  In any case, I also needed way more Hypaspists for a triple Alexander the Great army, and my existing Hypaspist needed to be rebased as Raiders.  I could’ve chosen Pike, but I don’t yet have a full set of Alexandrian pike yet, so I decided to make the Hypaspists Raiders for variety.  These were Old Glory figures I got from JM unpainted.  I declined to paint even more Alexandrians looking like clowns, and chose more straightforward colors for their armor.  The shields and plumes are enough color for these elements. I also had a few elements that were previously “4Ax,” but the closest equivalent in Triumph is Greek Mercenary Peltasts (Light Foot); so, more rebasing…

Newly painted Alexandrian Hypaspists: Raiders; Old Glory 15mm

Rebased Hypaspists (Raiders) and Greek Peltasts (Light Foot); 15mm Essex

Next are some mostly rebased Persians, augmented with newly painted Light Foot. I had 4 stands of Persian 3Ax with identical figures on each set of 2 stands, as well as 6 more identical unpainted peltasts.  I painted the 6 remaining guys and rebased everything with different figures on each base for variety.  You can find the newly painted figures if you look hard enough, but the paint jobs are close enough to match well.  I also rebased a bunch of DBA 3Cv stands as Javelin Cavalry, including the general, who is no longer allowed to go into battle on a chariot.  Good for morale, bad for King Darius’ hemorrhoids.

Persian Light Foot; Essex 15mm. Mostly rebased, with the guy sticking his arm out to the right on each stand newly painted.

Rebased Persian Javelin Cavalry; 15mm Magister Militum (Chariot) and Essex.

At this point I have a lot of options for an Alexandrian Macedonian triple army in Triumph, and limited choices for Later Achaemenid Persians. I may pick up some more Light Foot figures for the Persians, but I have enough mounted troops for now.

Rebasing figures that were originally based on metal bases, attached with either super glue or epoxy, is basically not a problem at all. The figures can be removed easily with an X-acto chisel blade, and it gives me an opportunity to update my basing. I’m not sure how difficult it will be to remove figures from wooden bases.

Running tally of Triumph Conversions

  • Newly Painted: 22 elements; 73 figures
  • Painted/Rebased: 7 elements; 8 figures painted
  • Rebased Elements: 12 elements

Later Pre-Islamic Arabs; Alexandrian Macedonians

In preparation for posting images of newly painted figures, I’m catching up on some older pictures I never posted.

These figures were painted in 2013-2014, but I don’t think I ever posted pictures of them.

First is a Later Pre-Islamic Arab army I built for BBDBA. Most of the figures are Essex, I believe; but frankly I don’t completely remember.

Later Pre-Islamic Arab army, 15mm

Next are two stands of Companion Cavalry for Alexander the Great’s army.

Alexandrian Macedonian companion cavalry, 15mm Chariot (Magister Militum) miniatures

Fall-In 2013

Another year, another Fall-In convention.  The more conventions I go to, the less new and different I have to say about them, so I’m going to go over some of the “big picture” items that I usually ignore, and only briefly cover the events themselves.

Walter White helps me with my
convention registration issue.

Gaming conventions are great fun, and they’re a wonderful way to get a big dose of gaming in over the course of the weekend.  I learn more in a weekend at the convention than the entire time between conventions. My room for Cold Wars 2014 is already reserved, and I should probably go book for Fall-In as well.

As usual in recent years, I played nothing but DBx games: DBA and HotT.  Fall-In is the smallest of the HMGS-East conventions, but there are enough players and GMs to field a full schedule of DBA and HotT games, from Thursday evening to Sunday morning with minimal breaks.  All the DBA games were run using 2.2+. Nobody plays 2.2 anymore, and 3.0 isn’t released yet.

Ancient and Medieval wargaming is in a bit of a funk at the conventions these days.  Although we have enough players to fill DBA tournaments, there is very little support in the vendor hall. The space where Wargames Minis used to be is still a huge hole in the back of the hall, and many other vendors seem not to bring their 15mm ancient and medieval figures in recent years.

If you’re interested in buying painted armies, there seems to be a big selection of DBA armies in the flea market; so there’s that, at least.

Luckily, Gale Force 9 have their bulk MDF bases back in stock, hopefully permanently.  I stocked up on 25mm scale HotT bases on Friday before they ran out.

As I paint more armies, each army I paint becomes less and less useful to my overall collection.  When I had 2 armies, painting a third was a huge benefit: on average it would see use 1/3 of the time.  Now that I have over 30 armies, each new army I paint provides only a minuscule benefit over the ones I have.  I play DBA so infrequently outside of conventions that the only way I can guarantee I’ll play an army is if I paint it for a specific themed event.

With that in mind, I built 3 armies in preparation for Fall-In 2013.  I painted Neo-Assyrian Later Sargonid for BBDBA, but didn’t end up using it.  The Two Davids campaign event always provides a good motivation to paint a new army, so I painted Georgians.  There wasn’t any other event at the same time as the 25mm DBA event, so I rebased a 25mm Early Polish army, though I didn’t paint the figures.

Mark Bumala is annoyed that Rich forgot the terrain mats.

Every convention, The Stooges from Pittsburgh run a Prologue event: an element-themed tournament on Thursday night.  This time around the theme was “Long Pointy Things.” Eligible armies required at least 4 elements of Pike. These aren’t historical formats, and don’t tend to produce historical matchups. They often result in fairly balanced army matchups, but some metagamers try to turn it into an “armies that beat the element theme” event.

After winning 3 rounds undefeated, John Manning’s nearly naked Sumerians carried their Long Pointy double entendres to victory. I brought Seleucids.  Although I tend to consider Alexander and his Successors as the main source of DBA Pike armies, I didn’t face any other Classical pikes. John Manning beat me with his Sumerians; I beat Mark Bumala’s Low Countries; and Roland Fricke beat me 5-3G in a very close battle with his Low Countries army.

I really like the later Sumerian army, but it’s only because their heavy chariots are donkey-pulled 4-wheel carts.  At this point, the army composition is so similar to a Successor army that I just can’t justify painting the army without a themed event to play it in.

They did that?  Their C-in-C hanging out on our left
flank should be easy to pick off…

The first Bookend event is Big Battle Doubles, held all day on Friday.  Typically this event is run in two separate player pools, using either round-robin or swiss pair matchups in each group depending on the player count.  After three preliminary rounds, the winners of each pool are supposed to play a final to determine the overall winner.

In recent conventions they’ve been using a historical theme, and this time around it was chariot-era biblical armies.

Team Two Davids won their pool as they usually do. Spencer Ginder and his wife, team Comedy and Tragedy, won the other pool.  Since both teams live in the DC area, they decided to finish the final outside the convention.  I haven’t heard the final results yet.

Team Comedy and Tragedy: Christine and Spencer Ginder

I partnered with Jack Sheriff, making him the second player I’ve partnered with more than once. We formed The Team With No Name, despite Dave Schlanger’s attempt to retcon us into The Team Who Shall Not be Named. I’d be happy to join forces with him again; we both have the right combination of laid back but competitive.

We decided to take Neo-Assyrian Later Sargonid with a Saitic Egyptian ally. I planned to paint a Sargonid army with an ally for BBDBA before I partnered with Jack, but he had the army so I didn’t need to finish painting it.

In the first round, we faced Mark Burton and John Svensson, whose team name I forget, and their Lydian army. They defended and tried a bold, daring deployment that put most of their forces on our weaker right flank, but exposed their commander in chief on the end of their line.  Truthfully, they put up a good fight and lasted several turns longer than I anticipated; but they lost in the end.  We won 78-22.

In the second round, we faced team Comedy and Tragedy and their New Kingdom Egyptians.  We lost 2-98.

Versus The Stooges. Before: Deployment.

We were determined to take our lessons learned into the third round, where we also faced New Kingdom Egyptians with the same composition.  This time, they were piloted by the Stooges: Larry Chaban and “Diceman” Rich Baier from Pittsburgh.  I came all this way to fight you?

Jack Sheriff is known as “the butcher,” and in this game we all helped him earn his title.  In the end we lost 41-59, but it was one of the closest BBDBA matches I’ve seen. We were close to testing whether it was possible to gain more points as a loser than as a winner.

Versus The Stooges. After: Carnage.

The victory conditions for BBDBA say that you win if you have broken the enemy’s C-in-C command, or have killed more than half the enemy’s elements and also have more elements killed than they do.  Big Battles uses a triple army, 36 elements, so half the elements are 18.

Near the end of this game, we were tied 17 elements to 17. They broke one of our commands early on, but we broke two of theirs shortly after.  It was their turn, which meant that it was their turn for their elements to flee off the board, but also their turn to attack us and kill more elements.  Unfortunately they were able to kill 18 elements before we could catch up, securing their victory. They won 19G-17G/CinC: a Pyrrhic victory if there ever was one.

After this battle of epic proportions, the four of us decided to go to dinner rather than participate in the Friday evening event.  On Roland’s advice, we drove a few miles away to a “Mexican” restaurant. This turned out to be a high quality Latin-American restaurant that was an absolutely amazing find for Lancaster, PA: El Serrano.  After the loss of the Thai restaurant, and Tony Wang’s going down hill, it was great to find another place to eat good food.  I had the Lomito and two excellent Margaritas, and didn’t regret missing a DBA event for the experience.

Pyramid event, final round.

On Saturday, I ran a Pyramid event.  In this format, the loser of the each round joins forces with the winner in a multi-army battle in the next round.  The 8-player pyramid results in 3 rounds culminating in an 8 player 4-on-4 battle.

This time around, I chose an Alexandrian Successor theme. In the final round, Larry Chaban as C-in-C of the Athenian Empire defeated Dan Loych, C-in-C of the Ptolemaic Empire, to secure Greek dominance over their Macedonian underlings.

A new target! I mean, Otto.

Saturday afternoon, there was only one event: a 25mm book II/III tournament.  I usually don’t play 25mm, but 2.2+ normalized the rules across 15mm and 25mm, so I decided to take an army rather than do nothing. I could have taken my Early Spartans, but a wall of spears with a single Psiloi is fairly boring.  I decided to rebase some painted Medieval figures I had into an Early Polish army, instead.

In the first round, I beat John Svensson’s Normans 4-0. Next I faced Jeff Franz and his Skythians; he didn’t roll enough 6’s for PIPs, so I beat him 3G-1.  Finally, I faced John Manning’s Hsia-Hsia and won 4-2 to end in an undefeated victory. And so, I qualified for the NICT again even though I am unable to attend Historicon.

Saturday Night is the other Bookend event: the Two Davids Campaign Theme.  This convention, the theme was God Wills It!, a Crusader theme. I played the Georgians, alone in the corner as usual.  I’m not very good at parties.

I never took a vassal, but I won 2 rounds out of 5 (“Beat up on kids” according to Larry), killed a general, and ended the game independent, netting me 7 points and a solid middle-of-the-pack position.

Sunday Morning, instead of going to Perkins for their extreme bowel cleansing service, I decided to play the Hordes of the Things open.  I brought Professor Hans’ Metal Minions.  I won one round and lost 2.  Scott Kastler’s magician army was a very interesting opponent.

It was another great convention, and I look forward to Cold Wars in March.  In the mean time I have at least 3 DBA armies to paint, and I plan to field a new HotT army for the Sunday open as well.

You should join us! It’s fun, and there’s beer.