Just a neat post about how the iconic boarders were created for Magic cards.
Swing for 20
This is a blog about the Magic the Gathering decks I make, the games I play and the general thoughts I have about the game...and occasionally other stuff but hopefully only as it relates to play.
Tuesday, February 24, 2026
Thursday, February 19, 2026
Lurker 2-Son of Night
But we're just gonna shorten this to Lurker 2.
4 Jet Medallion
1 Nightmare
1 Myojin of Night's Reach
1 Bringer of the Black Dawn
2 Korlash, Heir to Blackblade
1 Ob Nixilis, the Fallen
1 Ihsan's Shade
1 Reiver Demon
1 Visara the Dreadful
2 Magus of the Coffers
1 Maga, Traitor to Mortals
3 Twisted Abomination
1 Stronghold Overseer
4 Scion of Darkness
1 Phyrexian Obliterator
4 Dark Ritual
21 Swamp
2 Cabal Coffers
3 Forced March
3 Drain Life
2 Corrupt
The premise behind this one was to make a big mana/Black legends deck. Obviously, there's a whole lot that can be updated from here, but I'd like to try and keep the premise going-including keeping the Jet Medallions if I can.
My first thought: cut Stronghold Overseer (shadow OR flying, I do not need both), Bring of the Black Dawn, Myojin of Night's Reach (I can do better for 8 mana now), Ob Nixilis (there really isn't enough land to make this worth my time), Corrupt (same problem), and Scion of Darkness.
That's ten cards that I can replace to make a better deck. Let's go.
Tuesday, February 17, 2026
Late To The Party: Othercide
I've played through the first fifth of Othercide and feel like I can talk about it.
Othercide is an interesting, turn-based tactics game that wants to do a lot with a little. I can respect that: making something very lean asks players to really focus on the things that matter.
And focus is what it asks for: this is not a game where the player gets to have three teams that can rotate through missions. Characters don't heal: they are regenerated if you sacrifice a character of greater or equal power.
So you use your high level characters until they are nearly dead and then sacrifice them to boost an up and coming character.
If that sounds bleak, it's because it is: in Othercide's Victorian-era influenced apocalyptic setting, it goes out of its way to remind you that there are horrors all around you. Children are possessed and need to be sacrificed to stop a plague-or worse.
Unfortunately for me, the game cut too far down. With only three classes, there isn't a lot of diversity between your characters, nor many choices that feel meaningful to make within those classes.
In addition, the visual style starts to work against Othercide as well. Black, white and red is a striking color scheme, but those are the ONLY colors in the game and red is used as a highlight. After awhile, it just gets dreary to look at.
I'm glad I checked it out but I'm not sure it has the lure to keep me playing.
Thursday, February 12, 2026
Late To The Party: Clair Obscur-Expedition 33
I finished Clair Obscur recently-not long after it was announced as a game of the year. Pretty nice timing, for once!
Is it the game of the year? Not sure about that. It's quite good though.
First, and most importantly, there is a great gameplay loop. Giving players something to stay engaged during turn-based combat seems like such a gimme idea I cannot believe I haven't seen it before. You can't just ignore what the enemy does, you have a chance to impact what happens! The rewards for dodging or parrying are immense and feel very good.
Next; the game is realistic in it's gameplay scope. That is: I don't have to invest 100+ hours if I don't want to. I actually completed the game in a reasonable amount of time! Are there more quests to do? Yes, but I don't feel as though I missed something important by opting out of them. I could just play them-get this- for fun.
There are some drawbacks though. For example: You can get lost. The dungeons aren't huge, but they do have an unfortunate lack of markers to help players find their way. It's not just knowing where the main path is-although the game doesn't tell you, it's the one lit by lamps-it's knowing which of the side paths you have taken without having going down it again, or knowing that you are headed back to the entrance instead of the exit.
The next criticism I have is that the story mostly holds, but there are two points that don't make sense. Unfortunately they are spoiler related so I will try to keep it as vague as I can but: there are two points where specific characters are unaffected by the machinations of the boss and the game doesn't tell you why they are immune.
Which is a pretty big deal. Especially since if they had explained it, then you'd have a pretty tight story all in all, in my opinion.
Finally, Clair Obscur doesn't do a great job informing you how it's systems work. I was about 2/3 of the way through the game when I realized I had to assign Luminos points, they didn't just get automatically allocated. Now, I may have been told this early on-before I even had Luminos points to assign-but the game didn't make a point of it when I DID have points to assign and so I didn't go through the act of assigning points.
Well, in games you learn by doing. That's a pretty big oversight and one that allowed me to actually play the game better, once I implemented it.
That said, this game felt like a breath of fresh air, after playing Final Fantasy 7 Rebirth. It is very enjoyable and worth your time.
Tuesday, February 10, 2026
You Can't Control Me
Stingerback Terror is a challenge. They can do a lot of damage, but they rely on me casting stuff. Still, I don't think I remove them: they don't need a ton of time to do their work.
The indestructible creatures though have been champs. Thrun in particular as a late game uncounterable threat is VERY good but even Bark-Knuckle Boxer has been creating a little problem.
I'm pretty happy with where this one ended up.
4 Talisman of Impulse
4 Rukh Egg
4 Brindle Shoat
3 Fanatic of Rhonas
2 Incubation Druid
3 Stingerback Terror
2 Bark-Knuckle Boxer
2 Thrun, Breaker of Silence
4 Stomping Ground
2 Mountain Valley
6 Mountain
6 Forest
1 Gruul Turf
4 Cragcrown Pathway
3 Jaya, Fiery Negotiator
3 Obliterate
3 Jokulhaups
2 Harmonize
2 Explore
Thursday, February 5, 2026
Back Off Baby
It struck me; what if more of my creatures were indestructible?
I love Elephant Guide, but it is an aura and those are weak cards, especially in the era the Guide comes from. So maybe those get replaced.
2 Bark-Knuckle Boxer
2 Thrun, Breaker of Silence
The initial runs were positive, though those were mostly goldfishes. Still, good sign is good. It made me wonder about killing my darlings.
I really love Predator Ooze, but it has always been awkward in this deck. Triple Green is a difficult ask for a two color deck without a lot of mana fixing.
And I lose games where I do not draw or successfully cast an Obliterate. So let's go further. Elephant Guide is a good card, and on brand for what this deck wants to do, but it's dead in hand if I don't have a creature.
What about this:
4 Talisman of Impulse
4 Rukh Egg
4 Brindle Shoat
3 Fanatic of Rhonas
2 Incubation Druid
3 Stingerback Terror
2 Bark-Knuckle Boxer
2 Thrun, Breaker of Silence
4 Stomping Ground
2 Mountain Valley
6 Mountain
6 Forest
1 Gruul Turf
4 Cragcrown Pathway
3 Jaya, Fiery Negotiator
3 Obliterate
3 Jokulhaups
2 Harmonize
2 Explore
Tuesday, February 3, 2026
Pixleated
After some tweaking, this is what I landed on:
4 Rukh Egg4 Predator Ooze4 Brindle Shoat3 Fanatic of Rhonas2 Incubation Druid3 Stingerback Terror4 Elephant Guide4 Stomping Ground2 Mountain Valley6 Mountain6 Forest1 Gruul Turf4 Cragcrown Pathway3 Jaya, Fiery Negotiator3 Obliterate3 Jokulhaups
It's a good place to end up at; mana ramp with a bit of recursion, something to cast after I've destroyed the entire board, and something to help stall the game out if I don't have access to a reset.