Yearly Archives: 2016

THE MANA DORK SPECIAL EDITION: THE GIFT DORK

by December 6, 2016
The Mana Dork
Are you looking for a gift for that special geeky someone, or family, in your life? Look no further.
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Hello, everyone! I hope your various holidays are going well for you, whichever you choose to celebrate. 😀
Usually, I write about Magic: the Gathering here on the site, but today, I figured I’d take a moment to help out anyone trying desperately to find a geeky gift within a particular price point. If you’re that person, welcome! I hope the following info is helpful.
We’re going to look at ten different gifts today — one for each price point from under $10 to above $100. Most of these are going to be board games, since they don’t need any extra accessories and they’re easy to wrap.
Ready? Let’s go!
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1. ORNAMENTS FOR WINNIPEG HARVEST ($3)
 
Pictured above, these lovely dice ornaments are available from the store for $3 each. $1.50 from every ornament goes to help out Winnipeg Harvest, making them perfect for the socially-conscious gamer.
(Or, really, anybody who’s having some particularly bad rolls in their Dungeons & Dragons game and needs some new dice from off the tree!)
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2. CRAFTS FROM LOCAL ARTISTS ($10-$35)
 
A Muse N Games always has art from local artists on display, but they’ve got several items in especially for the Christmas season. Make sure you stop by and check out the dice bags, cards, coasters, and much, much more!
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codenames
3. CODENAMES ($25), or CODENAMES PICTURES ($25)
 
Vlaada Chvátil is one of my favourite board game designers, and Codenames is perhaps his crowning achievement. I can’t recommend it enough.
In Codenames, you split into two teams, Red and Blue. There’s a grid of twenty-five different code words in front of you. Each team has to guess which code words belong to their team before the other team guesses all theirs. Each team has a Codemaster who can give clues — but the clues can only be a single word followed by a number. So if you’re on my team, and I need you to guess “Left”, “Neighbour”, and “Bible”, let’s say, I might give you the clue “Flanders 3” — and hope desperately that you’re a Simpsons fan!
I love Codenames because it can support groups of any size, the randomized code words make it infinitely replayable, and the clues often rely on shared experiences and references you might not remember, making every game different!
If you don’t have Codenames, you owe it to yourself to pick it up “for your significant other” (cough). If you or your giftee do have Codenames, you can pick up the recently-released Codenames Pictures, which replaces the code words with abstract images for an additional layer of difficulty!
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4. FIASCO ($35)
 
Fiasco is a role-playing game from Jason Morningstar designed to be played in about three or four hours. Unlike most role-playing games, you don’t need a Game Master to play!

In Fiasco, you give each player a set number of six-sided dice — some dark, some light. The players pick what “playset” they’re playing — whether it’s a shady casino heist, a Bond-movie caper, or a Coen Brothers-style crime gone wrong in small-town America — and who everyone’s character is. Over the course of the game, they’ll act out the scenes in-character, and award each other dark or light dice based on how well their characters performed.

(To see Fiasco in action, here and here are videos of Wil Wheaton and friends playing through a session of Fiasco on Tabletop!)

Hanging out and making your own movie is a great way to spend an afternoon, and if your giftee is on the creative side, Fiasco will probably go over quite well! Highly recommended.
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5. FLASH POINT: FIRE RESCUE ($48)
 
Have you ever wondered why you always have to be playing against each other in board games? Are you tired of Monopoly disputes lasting much, much longer than the actual game? Flash Point: Fire Rescue to the rescue! (Pun intended.)
Flash Point is a co-operative game, where everyone plays as firefighters working to put out the blaze in a family home. Every turn, you have a set number of action points you can spend to move through the house, put out fires, or pull victims to safety. If you help 7 of 10 victims make it to the ambulance, you win!
The game also has an “expert” variant with a more challenging map, different roles for the firefighters, and rules for combustible materials and randomized set-ups. It’s great for families — easy to grasp for the kids, but still challenging for the adults as well!
Flash Point: Fire Rescue is one of my favourite co-operative games on the market, and if you’re looking for something the whole family can play, look no further
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6. SPLENDOR ($50)
 
Codenames might be the most talked-about game among my friends in 2016, but Splendor is a close, close second.
In Splendor, you play as Renaissance merchants, buying and selling gems to increase your wealth and impress the local nobility. Turns play quickly, with each player choosing to do one of three things: collect gems, build a card, or reserve a card to build in the future. As you play through the game, your gems and cards you’ve built help expand your economic power, allowing for bigger and bigger turns and more and more chances to get prestige points from visiting nobles. 15 prestige points wins the game.
Splendor is one of the best games I know of for teaching the concept of building an engine: developing a strategy that will help you win the game, and then carrying through with it. If this sounds like it’s up your giftee’s alley, Splendor is sure to please!
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7. TAKENOKO ($60)
 
This is by far the most adorable board game I’ve ever played.
Takenoko revolves around the adventures of a ridiculously cute panda bear as it tries to eat all the bamboo in the Imperial Gardens, and an exasperated gardener who tries desperately to stop it from doing that. Your job is to manage the growth of the bamboo and the panda’s appetite, so that the bamboo patterns match special achievement cards in your hand. At the end of the game, the player with the most points from their achievement cards wins!

(The panda probably also wins, too — so much bamboo they get to eat!)

Takenoko is an accessible game that doesn’t overwhelm you with different mechanics and options. At the same time, the different choices you make throughout the game affect each other, and you have to do a good job of reading your opponents to make sure you complete your cards before they complete theirs.

If your giftee likes pandas, cuteness, and a surprising but not overwhelming amount of strategy, Takenoko is a fantastic choice! If your giftee doesn’t like pandas… I’m very, very sorry. I’m sure they’re nice people.

* * *
08_coup
 
8. ADD COUP TO ONE OF THE OTHER BOARDGAMES I’VE LISTED (+$20)
 
Alright, I’m cheating here by not actually giving you a $70 game, but Coup is so good! It’s up there with #10 on this list for one of my favourite games of all time.
In Coup, you’ve got two cards in front of you, face down. They represent important people you have influence over. You can claim to use the abilities of any card — but be careful! If people call you on it and you don’t have the card, you have to turn one of yours face-up and you’re halfway out of the game. But, if you do have the card, the person who called your bluff loses one and they’re halfway out! The last person standing wins.
Coup plays like poker with only fifteen cards and two-card hands. I love, love, love the interplay and bluffing and guessing in a game that has so few components. Best of all, the games are only about 15 minutes each, so you’re never out of the action for very long!

Buy Coup. Seriously. You won’t regret it.

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9. FIVE TRIBES ($80)
The ancient game of mancala gets a number of surprising new twists!
In Five Tribes, the board consists of thirty small squares, each of which depicts an oasis, village, encampment, or desert, and each of which starts with a number of people on it. The people are Elders, Viziers, Builders, Merchants, and Assassins, and over the course of the game, you’ll be picking up and moving around these people to get different bonuses. Build towards purchasing the services of a powerful Djinn, or developing many of the squares, and you’ll be in a position to win!

Like Splendor, the gameplay of Five Tribes lends itself to building an engine: finding a strategy that isn’t immediately obvious, and taking advantage. The rules are quick and easy to grasp, but the complexity of the decisions you’ll have to make and the moves you can and can’t do help make Five Tribes a wonderful strategic brain-burner.

Five Tribes has taken mancala and made something fantastic and unique. If your giftee likes complex games that while away an afternoon, Five Tribes is going to go over very well.
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10_scythe
 
10. SCYTHE ($110)
 
This is the big one. It’s also my favourite game of the year, and one of my favourites all-time.
Imagine it’s just after World War I or so, on an alternate Earth. The countries of Eastern Europe have developed steam-powered robots that help them farm, and fight. Now, you have to help a folk hero for your people claim territories and resources, and advance the cause of your nation, in the face of ever-increasing threats. This is the world of Scythe.
The designers at Stonemaier Games have created something that has the epic feel and scale of Risk, with wonderful art and storytelling, and layers upon layers of strategy and engine-building, in an extremely streamlined package. One of my favourite things about it is that you don’t have to get in fights to win — but you have to look like you can win them, which creates an amazing feeling of tension as you jockey for position on the board.
Scythe is not an easy game to grasp, but it is extremely rewarding. If your giftee is big into board games — the more strategic, the better — I can’t think of a better gift than Scythe.
 
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stockingstufferpromotion

BUT THAT’S NOT ALL — GIFT-WRAPPING, STOCKING STUFFERS, AND MORE

 
I would be remiss if I didn’t mention that A Muse N Games has gift-wrapping available, for the price of a small donation to Winnipeg Harvest! All the easier to help make sure your gifts get home safely wrapped and covered, AND people in Winnipeg don’t go hungry over the holiday season.
As well, if you spend $200 or more at A Muse N Games, you’ll receive a FREE stocking-stuffer game to go along with all the wonderful gifts you’re already giving! Want to have a fun afternoon or evening playing all sorts of different games with friends and family? This is a great way to do it.

That’s it for me for now — hope I’ll see you at the store in the next few weeks!

Jesse Mackenzie is a regular contributor to A Muse N Games. Tune in every two weeks for The Mana Dork, his column on all things Magic.

THE MANA DORK – Impressions from Commander 2016 and AMNG Leagues!

by December 2, 2016

The Mana Dork
I am beginning to think I have previously been a tad too cute with the titles. Also, given that we’re doing a bit of a round-up today, it seems appropriate to simply call out the round-up, eh?
Onward!

Sidar Kondo of Jamuraa

COMMANDER 2016 IMPRESSIONS

Who has two thumbs and called it? This guy.
Here’s what I said back in October, before Commander 2016 released:
“But what if Wizards decided to go wayyyyy out there, and design two creatures that could co-exist in the command zone?
It doesn’t require much of an adjustment to the rules—just increment your commander tax for each card individually, define your deck’s colour identity using the colour identity of the two commanders combined, and come up with a new mechanic that allows your new commanders to co-exist. And it opens up some interesting gameplay decisions about when you cast your commanders, and how.”
The mechanic I predicted was worded thusly:
Alliance (You may begin the game with up to two creatures with alliance in the command zone.)
It differs from the actual Partner mechanic in that it defines the cards themselves as commanders—which, you know, probably should happen if we’re going to play a format called Commander. But other than that, I was almost word-for-word correct with my craziest prediction!


Okay, enough self-regard. You’re here for impressions.

The decks themselves are quite good. I’ve played one game with Kynaios and Tiro and several games with Saskia, and generally speaking, I have all four colours between turns 4-6 or so. I have yet to truly be mana-screwed.
Wizards has done an excellent job in constructing the decklists—they needed to make sure the decks had equal access to all of their colours with relative frequency, without reprinting expensive, in-demand cards like fetchlands that would have made it easy to do so. And they have succeeded.

Additionally, the decks contain many Commander staples—hello, Chromatic Lantern! Hello, Ghostly Prison!—making sure that they can hold their own against a variety of custom-brewed lists.

The Partners mechanic is extremely novel, and it’s going to take a while to figure out. I have a strong feeling that Partner commanders are going to be much better at the head of decks that don’t rely on the commander, than ones where the commander is central.

Shadowborn Apostle

To give you an example, here’s the latest iteration of my Shadowborn Apostle deck, now featuring Sidar Kondo of Jamuraa and Tymna the Weaver in front.
This is a combo-ish deck—get six Apostles on the field, sacrifice them, bring out Rune-Scarred Demon, bring out Thrumming Stone, get every Apostle on the field, do Fun Things™ with them. Previously, it has featured Athreos, Little Teysa, and Karador as commanders.
It had a problem, though—I never had enough draw, or enough to do in the middle of the game.
Sidar and Tymna help me solve that problem. They don’t need to be out for the deck to function, but having them both lets me poke people with Apostles and draw 3-4 extra cards a turn, which greatly helps with the velocity of the deck. See more cards, cast more Apostles, combo off more quickly.
This is where I think Partners will do best—as supports for their deck, rather than as keystones.

Glimmer of Genius

KALADESH PLAYTEST LEAGUE IMPRESSIONS
(This section is going to be much shorter—mostly because I don’t have neat predictions to preen over.)
I spent a bit of time in the Kaladesh Playtest League in recent weeks, and it was an absolute blast!
If you’re not familiar, here’s the deal with League play, in brief:
Start with three booster packs.
Build a 30-card deck using cards from those packs and land from the store.
Play with as many different people as you can over multiple weeks. Matches consist of a single game, with one free mulligan.
Each week, and after every third loss, you may buy an additional booster to add cards to your card pool and rebuild your deck.
Have fun!
In practice, it felt like “mini-Sealed”. I was stretching all those good Limited muscles, looking for synergies and assessing card playability—but there was much less pressure, because of the casual, fun-focused nature of the league.
And I have to say, it’s also pretty fun knowing that, with three rares and only room for 17 or so non-land cards in your pool, you’ve got a pretty high likelihood of drawing an awesome bomb in almost every game.
In short—built, played, had a blast. Cannot recommend enough.

Argothian Enchantress

ETERNAL MASTERS LEAGUE, AETHER REVOLT PRE-RELEASES, AND MORE!
And if you’re excited by the idea of League play—good news, everyone!
AMNG is doing an Eternal Masters League for three Sundays in December! At 2 PM on the 4th, 11th, and 18th, you can buy into the league for $40, netting you three Eternal Masters boosters and a chance at glory. EMA boosters will also be available at a special discounted rate of $15 per booster when bought for League play, so come on in!
Also, AMNG has announced that they’ve started doing… SUNDAY pre-releases. (Ooooooh)
Starting with Aether Revolt in January, the store will host a 6 PM Sunday pre-release, alongside the midnight Friday and noon and 5 PM Saturday pre-releases! MOAR MAGIC, amirite?
See you in the store!

Jesse Mackenzie is a regular contributor to A Muse N Games. Tune in every two weeks for The Mana Dork, his column about all things Magic!

Eternal Masters League

by November 26, 2016

Eternal Masters

Eternal Masters League
When: December 4, 11, 18
Start Time: 2pm

To Enter the league, a player gets 3 packs of Eternal Masters for $40.

  • Players will open three booster packs and use those boosters to build a 30-card deck.
  • The league will last three weeks. (Players may enter the league at any point during the league)
  • Every week, players will add a booster pack to their pool, rebuilding as often as players would like. Players can also add a booster after three losses. (EMA League Boosters are only $15)
  • Matches consist of a single game. Each player gets one free mulligan at the start of the game.
  • Players will play against each other, earning Planeswalker Points and, of course, bragging rights.

Black Friday Sale 2016

by November 25, 2016

Here our are Black Friday (November 25) 2016 Sale offerings: (Cannot be combined with other coupons or discounts)

  • Ophidian 2350 – 3 Starters & Box of Boosters for $30 Regular retail = $150
  • Eternal Masters – Price Match! $12 per booster, or $325 for a box. (Down from $17.69per / 450 for a box)
  • Elysium Board Game – $45  35% off regular price! regular price $70
  • Pandemic Legacy Red Box $60 – 29% off regular price of $85
  • All previous played games 25% off.
  • All Dice Masters Singles 50% off
  • Dice Masters Worlds Finest Starters and boosters 25% off.
  • L5R Evil Portents Booster Box 50% Off ($50 down from $100)
  • All Axis and Allies Miniatures (singles, maps, and starters) 75% Off.
  • All Heroclix packs and singles 50% off.

Also, the highly sought after Magic The Gathering: Planechase Anthology goes on sale for $190. Purchase your Planechase Anthology on Black Friday, and receive a bonus booster pack of Eternal Masters.

Aether Revolt Prereleases January 14 & 15

by January 19, 2017

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We are excited to announce that we are now adding a 6pm SUNDAY prerelease!!
Below are the details of all our prereleases for this new set as well as links to event brite if you want to secure your spot without a trip down to the store.

 Aether revolt prereleases will start promptly with deck construction at the listed start times. Price is $35 taxes in if you register before 10pm Wednesday January 11, or if you register for multiple events at once  in store (midnight, noon, 5pm and introducing 6pm Sunday!) At the door for one event is $40 (or after 10pm on Wednesday January 11 until even starts).

Each participating player will receive a special prerelease pack containing 4 packs of Aether Revolt along with 2 Packs of Kaldesh.
Two Aether Revolt booster packs per player will be placed into the prize pool. Any player who plays through all four rounds of swiss receives an Aether Revolt booster pack from the prize pool.

Preview the Aether Revolt cards here:
http://magic.wizards.com/en/products/aether-revolt-cards

Register in store or online through Eventbrite:
Saturday January 14:
Midnight: https://www.eventbrite.com/e/aether-revolt-midnight-prerelease-tickets-29679110017
Noon: https://www.eventbrite.com/e/aether-revolt-noon-prerelease-tickets-29679160167
5pm: https://www.eventbrite.com/e/aether-revolt-5pm-prerelease-tickets-29679198281

Sunday January 15
Sunday 6pm: https://www.eventbrite.com/e/aether-revolt-sunday-6pm-prerelease-tickets-29679228371

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Tuesday Night Standard Magic

by November 26, 2016

Mtg logo

Starting Tuesday November 8, and running every Tuesday at 7pm is our new night for Standard!

The regular weekly event is:

Tuesdays, 7pm. $6 Entry fee. Capped at 3 rounds of swiss.
1.5 Packs per player are put into the prize pool.
Each player who stays for all three rounds of swiss gets a pack!
The remaining are split among the top players.
November 8 will feature a special launch tournament:

Entry Fee = $20

4 Rounds of Swiss, no cut.

Each player entering the tournament will receive a playmat, and an additional two packs go into the prize pool!

Anyone who plays through all 4 rounds will receive a booster pack no matter how they do! The remaining packs will be split among the top players.

See you for Tuesday Night Standard!

1783 Portage is NOW OPEN!!!

by November 5, 2016

Come visit us at our new location we’re still moving in over the weekend but it’s getting close 🙂 Please come and visit us and check out our new digs!

Thanks to everyone for your patience through this process and for all the help and love, it is truly appreciated.

Thanks,
Scotia and Brian

Nov 1 Update on the move and where you can find us

by November 1, 2016

AMuseLogo

Update On the Move and Where we are NOW:

Due to reasons beyond our control, our move into 1783 has been delayed. We hope to still move in soon, but we don’t have a fixed date of what “Soon” is. We will be opening Regular Hours at 1839 ½ Portage Ave in the meantime.

This week features some long awaited releases:

Thursday – A Game of Thrones – Lions of Casterly Rock Deluxe Set
Thursday – Netrunner – Escalation Data Pack

Friday – Dungeons and Dragons – Volo’s Guide to Monsters (WPN Exclusive Edition & Mass Market Versions)
As we are open you can come and pick these up at your convenience.

We know how important weekly organized play is to our customers, for the time being we’re still going to host organized play events at 1839 ½ Portage Ave.

That means OP as usual for the following events
(new events or time changes are in bold):

Wednesday
 6pm-8pm Dungeons and Dragons 5th Edition Encounters [Free]
6pm -10pm (New end time) Casual LCG Night

Thursday
7pm Magic The Gathering Draft featuring 3x Kaladesh [$20 Entry Fee]
6pm-10pm Casual X-wing [Free!] Drop in and go PEW PEW!
{No experience necessary, new players who want to learn are welcome}

Friday
6:00PM – Close – Open Boardgaming / Friday Night Shenanigans [Free!]
6:30PM – FNM – Sealed (6x Kaladesh) [$36 Entry Fee]
7:30 – FNM Commander Flight 1 Casual & Competitive [$6 Entry Fee]
9:30 – FNM Commander Flight 2 Archenemy / Planechase [$6 Entry Fee]

Saturday
Noon – Magic The Gathering Draft featuring 3x Kaladesh [$20 Entry Fee]
1pm – Conquest – Tournament Kit [Entry Fee $6]
2pm – Dice Masters Rainbow Draft [ Entry Fee Approx 12x packs]

Sunday
11:30AM – D&D 5th Edition Encounters [Spend $2 or more in store to participate]
Noon – Star Wars Armada – [Kit & Entry fee TBD based on # of players]
1pm – Imperial Assault – [$6 Entry Fee ]
2pm – Magic The Gathering Kaladesh Playtest League [New! $20]

C4 2016 and our new location – 1783 Portage Ave

by November 1, 2016

AMuseLogo

***UPDATE – (November 1, 16) As of Nov 2 we are opening for special orders and holds and Organized play at the old location 1839 1/2 Portage Ave as the move to new location has been delayed a few days. New November Hours are in effect, we thank you all for your patience during this period of change. ****
To our valued customers and friends,

Many of you will know already but for those who don’t we will be closed from Oct 24 to Nov 1 for Comic con and our move to our new location – 1783 Portage Ave.

Come visit us at Comic Con at Booth 432 Friday Oct. 28-Sunday Oct 30 for good deals, cool costumes and awesome games!

The new store should be opening Nov 2 Wednesday at 11am but with November and the new store we are increasing our hours to the following **:
Monday – Closed (this is the same)
Tuesday – 5pm-1opm (this is new!!!)
Wednesday 11am – 10pm (extended from 8pm)
Thursday 11am -10pm
Friday 11am – 11pm
Saturday 11am-6pm
Sunday 11am- 6pm

**(these hours will be in effect even if the store move is delayed which is still a possibility due to some factors beyond our control)

THE MANA DORK – Quiet Speculation, Commander 2016 Edition

by October 20, 2016

The Mana Dork

First things first—this weekend is Kaladesh Game Day! Come by the store for tourneys at noon (Facebook event) and 5 PM (Facebook event), where a $6 entry fee gets you a shot at some pretty nice alt-art cards for top-8 and top-32 finishes, as well as a gorgeous mat if you win it all!

I don’t have much of a Standard brew going for this Game Day, but luckily, Commander 2016 is just around the corner—spoilers start next week on Monday October 24th, we’ll probably see the full decklists that Friday, October 28th, and the set of decks as a whole comes out Friday, November 11th.

So it’s definitely time for some rampant Quiet Speculation!

Mana Confluence

PREDICTION #1: A WHOLE LOTTA COLOUR-FIXING

This is one of the easiest predictions to make, so let’s get it out of the way first.

Commander 2016 has been confirmed to feature Magic’s first four-colour legendary creatures. (Nephilim, we hardly knew ye.) In order for the decks to be playable out of the box, they’re going to need to include many colour-fixing cards—cards that will ensure you have access to multiple colours of mana very easily.

While I’ve seen some rampant quiet speculation that fetchlands like Flooded Strand will be included, I highly doubt this will be the case—they are quite expensive, and Wizards will not want to repeat the problem they had with Commander 2013, where heavily-invested players snatched up multiple copies of what was supposed to be an introductory product only to turn around and sell it.

Instead, here are a few reprints I think we’ll see that haven’t (all) been printed in Commander products:

What will be truly interesting to watch for are possible new lands that tap for four colours. We’ve had many iterations of dual-lands and tri-lands in the past, but never quad-lands—if there are quad-lands in this set and they don’t enter the battlefield tapped, they could have an impact on Legacy and Vintage, where cards from Commander set releases are also legal.

If I had to guess at what a quad-land’s design would be like, it would look something like this—

Mountain Valley Waterfall
Land

Mountain Valley Waterfall enters the battlefield tapped unless you pay W, U, R, or G.

T: Add W, U, R, or G to your mana pool.

Now, that’s pretty strong, but judging from the designs of Transguild Promenade and Rupture Spire—which enter tapped and require you to pay 1 generic mana or sacrifice them—I think making the ETB effect cost coloured mana lets this remain within the realm of possibility.

Taigam's Scheming

PREDICTION #2: VILLAINS

We know Commander 2016 will feature four-colour legendary creatures for the first time, and from the schedule of the short stories that go up on Wizards’ website, there’s a window of five weeks that could be dedicated to Commander 2016-related stories.

With that, here’s my second piece of rampant quiet speculation: the face cards of Commander 2016 will feature villains from the game’s history.

Here are my guesses, along with a possible colour-pie philosophy for each four-colour combination:

  • Sans-White (Blue/Black/Red/Green) — This is a perfect colour combination for a mad scientist. White’s sense of community ideals and public good are not present, making this colour combination ideal for depicting progress at any cost. I predict we’ll see Ludevic, Innistrad’s demented genius of grafting and biological invention, as our sans-white commander.
  • Sans-Blue (White/Black/Red/Green) — Blue is the colour of knowledge, willpower, and self-perfection, so what do you get when you take that away? A populist demagogue, a rabble-rousing public speaker and rebellion leader who relies on the wisdom of mobs to accomplish their goals. For this one, we’ll go way back to Magic’s earliest expansions—I predict that Tourach, founder of the Order of the Ebon Hand, will be the sans-blue commander.
  • Sans-Black (White/Blue/Red/Green) — This is a tough one. We so closely associate Black with villainy that it’s difficult to pick out a character who is A.) not selfish or power-hungry at all costs, defining characteristics of Black, and B.) has not yet received a card. In a surprising twist, I’ll predict that Feather, Ravnica’s last surviving Firemane Angel, has chosen some tragic and unsavoury strategies in a fight to regain control of the Boros guild from Aurelia.
  • Sans-Red (White/Blue/Black/Green) — Red is the colour of passion, energy, and heat. When extrapolated, it becomes the colour of desire, of giving yourself a reason to do things. When we take that away, we get the personality of a doomsday cult leader, an inevitable acceptance that everything is going to end. I predict Taigam, the dark-minded monk from Tarkir who betrayed the Jeskai Way and Narset to join the Sultai Brood, will be our sans-red commander.
  • Sans-Green (White/Blue/Black/Red) — Losing green’s sense of harmony, wholeness, and things-are-fine-as-they-are opens up this colour combination to depict any number of masterminds from the history of the game. While Urza is commonly believed to be a sans-green character, I highly doubt we will get an Urza card. Instead, I predict Eliza of the Keep, a necromancer from Grixis who sought to defend her home during the reunification of Alara, will be our sans-green commander.

Anax and Cymede
PREDICTION #3: TWO COMMANDERS IN THE COMMAND ZONE

This one is completely crazy—and totally invalidates Prediction #2, which is much more likely—but hear me out, because it’s fun to talk about.

Designing cards with four colours in their colour identity is extremely difficult, and there are a few ways to build them so the casting costs aren’t very restrictive—

But what if Wizards decided to go wayyyyy out there, and design two creatures that could co-exist in the command zone?

It doesn’t require much of an adjustment to the rules—just increment your commander tax for each card individually, define your deck’s colour identity using the colour identity of the two commanders combined, and come up with a new mechanic that allows your new commanders to co-exist. And it opens up some interesting gameplay decisions about when you cast your commanders, and how.

Let’s say that Doran and Ashling, two characters from the world of Lorwyn, are teaming up to fight off Oona and preserve the balance of the Great Aurora.

To get a Sans-Blue deck (White/Black/Red/Green), you could do something like this:

Doran, Many-Ringed 1WBG
Legendary Creature—Treefolk Shaman

Alliance (You may begin the game with up to two creatures with alliance in the command zone.)

Whenever a creature you control receives damage, prevent an amount of that damage equal to its toughness.

0/6

Ashling, the Defiant 1R
Legendary Creature—Elemental Shaman

Alliance (You may begin the game with up to two creatures with alliance in the command zone.)

XXR: Deal X damage to each creature and each player.

2/1

Now, like I’ve said before, this is completely out-there and incredibly unlikely. But come on—we’ve all tried to come up with “tag-team” rules for Commander at least once, right?

That’s it for me! Have fun at Kaladesh Game Day this Saturday, and make sure to praise me for my clairvoyance—or have some good-natured fun at my expense for my foolishness—when we see what’s happening with Commander 2016 next week!

Jesse Mackenzie is a regular contributor to A Muse N Games. He has totally come up with tag-team rules for Commander, and will tell you about them if you ask. Tune in every two weeks for The Mana Dork, his column about all things Magic!