Saturday, November 4, 2017

German TAV Tournament Crowns New Champ!


On October 29, 2017, the German Spellfire league held a TAV tournament. Eight top contenders battled it out for German Spellfire supremacy in Frankfurt!

The tournament was double-elimination format, with some unique house rules. Firstly, only cards from Third Edition and earlier are allowed. Secondly, realms can only be defended by champions of the same world. Besides these tweaks, the tourney followed official TAV rules.

Here are the results:

8th place - Thomas
7th place - Lukas
6th place - Red
5th place - Alex M.
4th place - Heribert
3rd place - Andi B.
2nd place - Alex P.

and the winner of the tournament...
1st place - Gib Ogni

The champion and second place participant each received fan-created promo cards as prizes. Some of these German promo cards are depicted below.





All participants had a ball and I have it on good authority that they plan to run a TAV tournament again next year. In 2018 they are planning to allow the Ruins & Runes booster set to be used in deck construction for the first time.

Here is the winning deck, constructed by Gib Ogni:


Ally (1):
    RL/079 Loup-Garou, (+2)

Artifacts (5):
    1st/218 Johydee's Mask, (GH)
    3rd/157 Orb of Dragonkind, (GH/+4)
    3rd/199 Ren's Crystal Ball, (GH)
    AR/001 Wand of Orcus, (AD&D/+9)
    FR/061 The Ring of Winter, (FR)

Cleric Spells (2):
    3rd/358 Dispel Magic
    FRc/01 Thrice Hearty Cup of Balder the Red

Events (10):
    3rd/099 Cataclysm!
    3rd/202 Slave Revolt!
    3rd/312 Treasure
    3rd/400 Calm
    AR/054 Deflection
    DLc/14 Takhisis's Mirror of Life Trapping
    FR/004 Curse of Azure Bonds
    FRc/02 Cold Cup of Calamity
    GEP/007 The Great Transformation, (AD&D)
    UD/022 Memory Moss

Magical Items (6):
    1st/412 Scroll of 7 Leagues, (+7)
    AR/020 Winged Boots, (+2)
    AR/025 Rod of 7 Parts, Part 5, (+5)
    FR/056 Vorpal Blade, (+3)
    GEP/011 Potion of Grender Toughness, (AD&D)
    UD/033 Helmet of Selnor

Realms (14):
    1st/136 Irongate, (GH)
    3rd/002 Menzoberranzan, (FR)
    3rd/003 Ruins of Zhentil Keep, (FR/5)
    3rd/117 The Horned Society, (GH)
    3rd/122 Furyondy, (GH)
    3rd/124 Temple of Elemental Evil, (GH)
    3rd/135 The Scarlet Brotherhood, (GH)
    3rd/136 Iron Hills, (GH)
    3rd/139 Duchy of Tenh, (GH)
    AR/092 Ancient Kalidnay, (DS)
    AR/095 The Forest Ridge, (DS)
    FR/017 Raurin, (FR)
    GEP/001 Berlin, (AD&D)
    UD/006 The Tripolar Triumvirate, (AD&D)

Wizard Spells (2):
    FR/043 Limited Wish, (+1)
    FR/046 Wish

Champions (15):
    1stc/10 Delsenora, (AD&D/7)
    1stc/13 Gib Htimsen, (AD&D/9)
    1stc/17 Stryck, (AD&D/7)
    1stc/22 Lovely Colleen, (AD&D/7)
    3rd/167 Iuz the Evil, (GH/8)
    3rd/172 Hettman Tsurin, (GH/2)
    3rd/187 Nenioc, (GH/5)
    3rd/196 Rangers of the Hornwood, (GH/4)
    3rd/258 Rikus, (DS/6)
    AR/081 Erital Kaan-Ipzirel, (GH/7)
    FR/089 Helm, (FR/6)
    PO/009 Davron Parscall, (DS/9)
    PO/023 Lyr of the Mists, (GH/5)
    PO/042 Lady of Fate, Avatar of Istus, (GH/16)
    RL/088 Headless Horseman, (RL/4)

Congratulations to all the Spellfire players in Germany who organized and participated in this hugely successful TAV tournament!

Next time: The best Magic Items for Spellfire:TAV!

Wednesday, July 12, 2017

The Top 15 Realms In Spellfire


Here we go with my list of the Top 15 Realms in the game! (Note: realms were evaluated for their usefulness and effectiveness in the TAV format, not standard Spellfire - but these are excellent choices in standard as well).


#15 - (Tie) Den of Thieves (Night stalkers chase, 24/25), White Plume Mountain (Runes & Ruins, 4/100), and Sembia (3rd Edition, 6/400).
"Let me relieve you of all your valuables."
What?! I hear you scream. Den of Thieves only tied at #15? Have you gone mad, Marc?! Well, it's great in standard Spellfire, when many champions will be attacking the realm, discarding many of their owner's cards in the process. In TAV, however, there is only one attack per turn. That means only one card will be discarded, unless allies are used (and anyone planning on using allies probably won't be attacking this realm). Which means Den of Thieves is only as good as...


"How about we attack a realm with an active volcano? Sounds like a blast!" (Get it? Sigh.)
...White Plume Mountain, which also causes the attacker to discard one card per round of battle, just like...

Visiting Sembia can be...expensive.
...Sembia, which gives your opponent a tad more leeway - he can choose to discard a card from his pool instead of his hand.

All excellent realms, but nowhere near as good in the Antigonish Variant as they are in standard.

#14 - Haven of the Undead (4th Edition, 71/500).
"Let me use this lantern to show you exactly how doomed you are."
This land is only good in an Undead deck - but in that role it is supremely good. Every undead champion and ally becomes immune to just about everything that can kill the undead easily. Not much explanation needed here. Anyone who has an undead-themed Spellfire deck (TAV or standard) needs to have this realm in there.



 #13 - Furyondy (4th Edition, 16/500).
My favorite way to kill Bigby.
Besides my namesake Gib Cram (Chaos, 5/72), not many champions are immune to realm powers (and no wizard in the game is). That makes Furyondy an excellent way to get rid of powerful wizards that may be vexing you on the Spellfire table. The fact that Furyondy can only target one champion type drops it down my list, but it's still good enough to take the #13 spot.

 #12 - Haunted Hall of Eveningstar (3rd Edition, 28/400).
"Here, have a card."
Spellfire is a game of card advantage. The Haunted Hall gives you an extra card when it's played, and another card every time you flip it over after it was razed. The realm has no other powers, and cannot defend itself as a realm champion, but it doesn't matter. The card-granting ability is so good by itself that the Haunted Hall of Eveningstar takes the #12 spot.


 #11 - Cormyr (3rd Edition, 5/400).
Gives new meaning to the phrase "living off the land"!
The ability to cast wizard spells, without actually having a wizard in your pool, is unbelievably primo. You get Magic: The Gathering-style spell casting abilities, without the bother of having to have a wizard or wizard-spell casting champion under your control. Plus, if you're casting an iffy spell like Wish, there is no chance of the spell backfiring, as Wish cannot affect realms. Cormyr should be in any deck containing wizard spells.


 #10 - Tyr (3rd Edition, 224/400). 
"Here, have a card every turn!"
Tyr can defend itself as a level 5 champion, and allows you to draw four cards per turn instead of the usual three. This card advantage makes the owner of Tyr grow in power each turn until Tyr is razed. The realm attracts land-destruction cards like a magnet, but if you can keep it right-side up, you'll be on the path to victory.


#9 - The Ruins of Iolonia (Dungeons, 32/100).
Not exactly a great place for a picnic.
Only the undead can attack Iolonia. It's one of the best front realms in the game. Yes, if you're facing an undead deck you are in big trouble, but any other opponent is going to find it a chore to attack your formation. Only undead allies can be used as well, which rules out TAV staples like Noble Djinni, Thought Eater, and Loup-Garou.


#8 - (Tie) Solamnia (Dragonlance, 6/100) & Sea Of Dust (4th Edition chase, 504/520).
Spoils? You ain't getting no stinking spoils.
The best front realm is one that your opponents can't attack. The second-best front realm is one your opponents don't want to attack. Solamnia is definitely a land your opponents will seek to avoid. Not only do they have to discard their entire hand if they win and raze it, but they also have to draw and discard their spoils. That really sucks. They do get to draw 5 new cards, but still...it's a steep price to pay, and most people will look elsewhere if they can.


You've heard the saying "there are a lot of fish in the sea"? Not here.
The Sea of Dust discourages attackers in another way. If you raze it, its owner gets to raze one of your lands. Or, in multiplayer games, one other realm anywhere in play. It also has a secondary power, to discard a swimming champion if it's hit by a Creeping Doom or a Raze. Interesting, but that primary power is the one to watch out for. How badly do you really want that spoils? :)

#7 - Ruins of Zhentil Keep (3rd Edition, 3/400).
"We need a cleric over here! Any clerics in the house?!"
Zhentil Keep can only be attacked by clerics. That's an amazing power that makes it a great front realm. No one wants to risk their Goldmoon, Delsenora, or Nenioc in battle, especially when the realm can also defend itself as a level 5 champion. This land can give you turns of peace as your enemies are unable or unwilling to attack you.


#6 - (Tie) Mithas (Dragonlance, 1/100) & Dementlieu (Ravenloft, 11/100)
"Okay, we've finally razed Mithas, and...what the heck?!"
Normally, you need to discard 3 cards to unraze a realm. Mithas unrazes itself automatically. That is incredibly primo. Also, you can lay down a new realm and unflip Mithas. You can go from 4 unrazed to 6, and win the game. Mithas belongs in just about every Spellfire deck in existence.


"But I don't want to attack with my Arch-Druid!"
Dementlieu is another candidate for best front realm in Spellfire. After your opponent indicates their desire to attack you, *you* pick which of his champions he pushes forward. Maybe he doesn't want to risk his Helm, Hettman Tsurin, or Gwenyth the Bard. Just the sight of Dementlieu might discourage an attack, but if your opponent goes through with it, at least you get to pick your poison.

#5 - Avanil (Birthright, 5/100).
'Funrazed'?
Five cards for the price of one realm being discarded? Sign me up. I have an Avanil in every one of my decks. The only downside is that Avanil can be easily attacked. It's best used in the rear of your formation, protected by powerful realms at the front and saved to use when you really need to restock your hand.

#4 - The Scarlet Brotherhood (3rd Edition, 135/400).
"Hey, where'd our Living Wall go?"
Flip over The Scarlet Brotherhood, and your biggest headache disappears. Sounds like a good deal to me. Even better, you can discard three cards next turn and rebuild the Brotherhood. Once it's flipped right-side up again, you can use its special power to eliminate a second enemy champion, and so on. One of the best realms in the game.

#3 - Temple Of Elemental Evil (3rd Edition, 124/400).
Sometimes, it's good to be bad.
This card is so amazing, how can it not be #1 on this list? Well, the two remaining realms are even better. Don't get me wrong though - the Temple of Elemental Evil is still fantastic. It has no special powers beyond giving you three cards, but getting to draw three cards just by playing a land is freaking unbelievable. Another realm that belongs in any Spellfire deck.


#2 - Menzoberranzan (3rd Edition, 2/400).
Every Spellfire deck has one of these.
Menzo comes flying down a few times per game at nearly every Spellfire table. Due to the Rule of the Cosmos, only one player can have Menzoberranzan in play (razed or unrazed) at a time. Therefore whoever draws it first, plays it first. It also has a decent special power: flying champions and allies can't attack it. Keep those Cataclysms and Disintegrates handy.


#1 - Ancient Kalidnay (Artifacts, 92/100).
Not exactly a great tourism poster.
Here it is, the best realm card ever printed in Spellfire. Why is it so good? Well, I've already written about Ancient Kalidnay here, but it bears repeating. The ability to take another turn is just about as powerful an ability as I can think of. You get three more cards. You get to try for another spoils. You get to attempt to raze another of your opponets' realms. The only downside to Kalidnay is that you can only use the extra turn ability once per game, even if you unraze it later. Let's face it, though...that's a really small downside. You need one of these in just about every deck you own. Ancient Kalidnay takes the #1 spot, and it's not close.

Next time: Magic items!

Tuesday, January 3, 2017

A dream for you...a nightmare for your opponent!

Wait...am I dreaming or awake?!
Dark Dreams (Nightstalkers chase, 6/25) is a card I do not own, but it's near the top of my want list! It's an awesome card even in standard Spellfire, but it in the Antigonish variant it's uber primo. 

Why? Well the devil is in the details, as they say. A quick read of the card might not let the incredible-ness of this event totally sink in. You may have to read it over a few times, ruminate on the text, and allow the full ramifications of its abilities to percolate into your forebrain. Or, you can just keep reading, and I'll lay it all out.

In TAV, each round of combat is life or death. Unlike standard Spellfire, you can't just let an attacker win. Well, you can, but you are getting one of your realms razed if you do. Because of this, each round of combat is much more significant than in standard. Unless you have a Dark Dreams in your hand, that is!

Once combat is over and you've lost - perhaps because you got killed by a piece of nasty cheese like Noble Djinni, Intellect Devourer, or Vorpal Blade - slap this baby down on the table. Surprise! You haven't lost at all. In fact, the round of combat that just ended didn't even happen. It was a mirage, a bad dream. Unfortunately for your opponent, his champion discards all attachments (like the Vorpal Blade he just used to kill you) while you get to keep yours.

Now combat re-starts, with your opponent having a drained hand while you strut back into battle with all your attachments. Looks like a big, fat loss for him.

In such a situation, the only way for your opponent to wake up from the nightmare that is Dark Dreams is by using a well-timed Intercession, Limited Wish, or EDT. If not...let the night terrors begin!

Next time: The top 15 realms in Spellfire!