Showing posts with label Murders at Markov Manor. Show all posts
Showing posts with label Murders at Markov Manor. Show all posts

Tuesday, February 6, 2024

MKM Pre-Release (2-1)

Special thanks to Red Castle Games for hosting a great event, making things a lot of fun! Extra thanks to my teammate Rebecca for being a good human to play with, and making some great plays that absolutely won us games. 

I've put our respective decklists at the end, but we were able to put together a solid GB deck with some real haymakers for her, and a more complex UR deck for me that could power through some shortcomings. UR artifacts & clues did me some good!

Round 1 Vs Milo & Vin

Got out to a fast start with a Frantic Scapegoat and Snarling Gorehoud, but some key Reasonable Doubts kept Rebecca’s stuff of the table. They put a  Topiary Panther out and we held off on dealing with it because I had thopters, and Rebeca was bound to topdeck something else. Instead, she drew three lands in a row and by the time we were able to stabilize our side of the board, we were down to six life, just like them. The final blow was countering a Cornered Crook once they had solved The Case of the Gateway Express. We almost got there...

Round 2 Vs Daniel & Joe

After the turn four No Witnesses board sweep I thought we were in trouble: Rebecca lost one creature, but I lost three. Fortunately, I was able to make two Clue tokens off that, which kept me in cards. Then Rebecca followed up with a Vein Ripper, and I used my clues to generate more creatures. This was critical, because they were using Warleader's Call to ping us for two, every time Daniel cast a creature. Plus, they were able to use Makeshift Binding to keep our early pressure off.  Fortunately, the Vein Ripper did what it was supposed to do: completely wreck a game. Killing creatures came with the punishment of a four point life swing each time, and 6 damage in the air per turn did them in after that. 

Round 3 Vs Alex and Nick

The game started fairly evenly, until Rebecca used Analyze the Pollen on turn 3 to get the Vein Ripper, and we put massive pressure on them after that. I kept the smaller beats going with the low key help of Gleaming Geardrake and a well timed Felonious Rage, but make no mistake about it; once the Vein Ripper arrived, they were on a clock and they just couldn't quite get there. 

In the end, we came in fourth overall and our only loss was to the team that won the entire event. That feels pretty good!

The GB deck:

Kraul WHipcracker

Nix Weaver

Urgent Necropsy


G

Topiary Panther

Rubbelbelt Mavrick

Pompous Gadabout

Analyze the Pollen

Tunnel Tipster

Axebane Ferox 

Sample Collector

Vitu-Ghazi Inspector

Nervous Gardener


B

Hunted Bonebrute

Repeat Offender

Unscrupulous Agent

Nightdfrinker Moroii

Extract a Confession

Snarling Gorehound

Toxin Analysis

Undercity Eliminator

Murder 2

Vein Ripper


The UR deck

Multi

Gadget Technician

Gleaming Geardrake


R

Case of the Burning Masks

Garbage Orangutan

Person of Interest

Suspicious Detonation

Frantic Scapegoat

Torch the Witness

Bolrac-Clan Basher

Crime Novelist

Innocent Bystander

Vengeful Tracker

Harried Dronesmith

Shock 2

Corners Crook

Reckless Detective

Felonious Rage


U

Deduce

Hotshot Investigators

Burden of Proof

Steamcore Scholar 

Dramatic Accusation

Cold Case Cracker

Escape Tunnel 2


Thursday, February 1, 2024

Murders at Markov Manor Review

Whoooooo let's get to it! The official gallery is here (though I still think it's cluttered and the fact that an "Available In" button is needed confirms what a mess Magic product is like these days) but for those of you who would like a cleaner layout, I've got you covered. Twice even

This set is interesting to me and it might be because MKM is the first set where I've noticed how damn many mechanics are being stuffed into sets now. Yes, the base mechanics are there and more prominent but WotC is clearly not worried about using any mechanic they want at higher rarities. 

And while I understand why, I sympathize for any newer player trying to get a grip on things. Magic sets are always stuffed with information and I wonder when they'll hit a saturation point. Clearly, they think they haven't hit it yet. Let's dig in.

Mechanics

I appreciate the way they have upgraded Morph with Disguise and Cloak. Vanilla 2/2s for three mana were never amazing, and getting a chance to play with the toys you bring to the game is important. Good job.

Investigate is a solid limited mechanic, a proven contender and thematically great with this set. 

Collect Evidence, I'm realizing, is fixing Delve. Took me long enough! Hopefully this will allow for strong but not broken cards, instead of Delve's "this is trash" vs "this destroys games" power variance. A little wait and see here but positive curiosity. 

Finally, Cases, which I find to be worded very awkwardly. It's the reminder text, honestly, that is throwing me. That they want the solution to trigger at the end step makes sense for a couple reasons: first, thematically that perfect and second, controlling when the resolution can happen allows them to make powerful cards that don't ruin the game. However, something about the way the reminder text goes throws me off; do I have to solve the case if I can? Once it's solved does it stay solved (it does, according to the article but that isn't intuitive for me). Since Cases don't automatically get sacrificed like Sagas do, there's a bit of memory upkeep. A minor thing but still a thing. 

It's still interesting and I'm really glad to see WotC use enchantments in unique ways that other card types just won't support. Now let's talk colors.

White
There might be a deck to build around 2/x creatures. White has always had a subtheme here but with Disguise and Detective themes, there might be an interesting skeleton, starting with Delany, Streetwise Lookout and Assemble the Players. 

Not much else catching my eye here. 

Blue
I appreciate the opportunity that a card like Behind the Mask offers, since it can be aggressive early but defensive later. Similarly, Burden of Proof give both a Blue player or a detective oriented deck some room. 

Coveted Falcon is a very weird creature; I suppose there's a high risk, high reward potential but the list of things to Donate is slim. Still, there's the card for the combo players, right?

Here's where I start to realize that mana is going to be a very important resource during MKM Limited matches. There are quite a few mana hungry cards in the set and it's going to be wise to be judicious about mana use and timing. 

The Blue cards here could be incredible tempo swings, returning permanents to hand. 

Black
So far, Black has my favorite art from the set: Unscrupulous Agent, Outrageous Robbery, Macabre Reconstruction, Long Goodbye, Toxin Analysis (the flavor text helps with that one too!). A whole lot I enjoy!

I appreciate the choice that Barbed Servitor offers the opponent; that should make for some interesting matchups. But the rest of the color seems fine.

Red
I wonder if the artist for Concealed Weapon knows what the word 'concealed' means. 

There is a combo deck involving Crime Novelist, I just don't know what it is yet. But I already know there are infinite sacrifice outlets; so there must be a benefit for generating infinite red mana. A ready-made partner is the new Krenko. 

Speaking of, Krenko's Buzzcrusher is giving me more of that nonbasic land hate I love. Keep it coming.

Vengeful Tracker could be an all star in Limited. Whoa. It might even be a neat counter to Goblin Bombardiers for a turn. 

Green
Jeeze Analyze the Pollen is expensive for what it does. A card for Commander, I suppose. Speaking of: Pride of Hull Clade seems to be that kind of silly fun. 

Will Slime Against Humanity finally let us make the kindred ooze deck we've been thinking about for decades? What? Just me?

Multicolor
Typically, Ravnica sets are where multicolored cards are meant to shine. There's some interesting, powerful cards, for sure. What interests me though is the split cards playing out in wedge colors; I wonder if the next set will be a three color wedge set, a la Khans. It's been awhile since a three color set joined the fray and these cards might help bridge some gaps.

Artifacts and Lands
Not much in the way of artifacts here; Cryptex seems especially terrible but the rest are fine. The Surveil lands-which don't have a nickname yet that I know of-are quite good. I was someone who downplayed the Temples from Theros back in the day, only to play with the cards and find out they were very good at what they were doing. 

These have basic land types and allow for players to add to the graveyard. That makes them significantly better and without any other drawbacks that I am aware of. If you're not sure about them, I say get them.

My feelings about Murders at Markov Manor as a set are that: this seems like a pretty neat Limited set, but an underwhelming constructed one. I could be wrong; with ward 2, it could be that Disguise becomes strong enough for constructed decks. But as a limited set, I think it'll be fun!