Saturday, August 26, 2023

Copying Books In-Game

A Facebook discussion inspired this post.  As such, it is not play-tested, but looks to be entertaining.

Sometimes, a PC wants to make a copy of a discovered or purchased book, and instead of hiring an expert, they want to copy the book themselves.  Which is fine, albeit not what I consider adventurous.  

Those of us that have copied lots of pages by hand can tell you, it is a tedious task, at best - the anathema of adventure, really.  DnDish styled games set in a pseudo-Medieval European setting would only have a more difficult time, as this article about Medieval Manuscripts (complete with a video) shows.  Go watch that video!

Still, while copying a text could be folded under Downtime Activities, abstractly trading gold and time for a perfect copy, it may be more fun and gamelike to create a table to determine just how accurate the new copy is. I say may, but truly believe it is.


Note that according to Wikipedia (I know...)

Scribes were only able to work in daylight, due to the expense of candles and rather poor lighting they provided, monastic scribes were still able to produce three to four pages of work per day.  The average scribe could copy two books per year. They were expected to make at least one mistake per page.

Emphasis is mine.  Mistakes are expected and the whole process is slow in the best of conditions.  

(Story time - in the Army, I was on operations staff, and several of us were in tasked to make multiple copies - by hand - of map overlays.  Due to the amount needed, bad handwriting and tools, and time crunch, no two overlays were exactly the same and the latter ones included names not in the actual orders, as hurried T's became C's and worse.  Anecdotal, but it happens.)

Involving magic sounds like a plan, but my casual search reveals that the only spells involving copying are for copying spells into spellbooks, not pages of mundane information.  Interesting.  

Time for an enterprising wizard to develop a spell (leading to magic items) that can scribe quickly and efficiently.  Because burning a wish seems a bit ... much.  

That said, such items can probably be found in a GURPS or Ars Magica supplement.  Or perhaps in an indie game - GLOG, maybe.  Any readers wanna point me in the right direction?

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Anyhow, roll percentile dice and apply bonuses and maluses based on the below chart.  The final number is how accurate the new copy is.  If you have chart additions, let me know in the comments.


Mistakes can range from terrible grammar and vocabulary all the way to entirely different outcomes, depending on how bad the mistakes are.  Copying a book of True Names and getting some wrong will get someone killed, or worse.

So have fun with the results of the bad copy.

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In the name of research, I looked at how Ars Magica and Call of Cthulhu handles copying books.  I chose these games, because books are part of gameplay in both systems.

Ars Magica - For those familiar with its rules, AM has some in-depth rules on writing books.  In addition, its Covenants book provides even more rules for book-crafting, as well as implied magical items, called resonances, for use when scribing books: inkwells, quills, inks, and such.  These resonances might count as masterwork items in the above table, or as pertinent magic items - its a player-GM discussion.

As found on page 87 of Covenants

As an aside, if you're planning to run a game based around a mages' guild or college or the like, pick up a copy of Covenants, even if you have no intention of using Ars Magica as your ruleset.  It is that inspirational; the base Ars Magica 5e - and lots of the sourcebooks, regardless of edition - are as well.

Call of Cthulhu doesn't seem to have any hard and fast rules about writing books.  Reading them, yes - based on languages known and loss of sanity.  Nothing about writing or copying them, though.




Sunday, August 20, 2023

Spending Gold the Fun Way

Most DnDish games end the same: PCs have more money than they know what to do with.  

Even in games that don't use 1gp = 1xp, the PCs don't know what to spend things on, and DMs don't know what to offer up as options.  

Yes, in some campaigns, magic items can be purchased, but not all DMs provide that option.  

I know this because I spend too much time on Facebook, and this 'what to buy' issue pops up every week or two, so now I will have a solid answer that only requires a link, instead of lots of typing.

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I don't much consider which rulesets these various posts are aimed at, because it all works out the same - fun ways for players to make their PCs go broke. Note that some of these demand DMs that are willing to let PC actions affect the gameworld that the DM has constructed. 

Medieval Melodies addresses The Gold Problem in 5e. Flute's Loot goes in-depth, citing rules in published 5e books (mostly PHB and DMG) to support his recommendations.

World Builders Blog provides lists of items with prices attached.

Everyone's favorite cartographer has a list on his blog of items that have been purchased in his games.

RPG Stack Exchange has a great discussion on options for your gold.

The granddaddy of all carousing tables at Jeff's Gameblog converts gp into xp, and sometimes trouble.

Goblin Punch provides Bardic Services, which include letting the players design the next dungeon they explore.

Coins and Scrolls talks about Building Castles through stripping cleared dungeons of dressed stone - both of which are expensive enterprises.

Papers and Pencils goes in depth on Investments, Citadels, and Domains, all of which provide more interesting options than just buying another +1 sword.

The Things We Do for XP has a four-part series of posts addressing spending: Existing Options, Positions in Society, Places to Live, and Places to Increase Spellcasting.  The beauty of these posts are that they include links to related topics on others' blogs, providing a DM with more ideas.

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This is a sampling of what is out there, and I haven't even dipped into the growing resources on YouTube.

If after all this, there is still too much gold in your games, I don't know what to tell you, besides Good Luck!

Thursday, August 17, 2023

Green Dawn Mall

On a whim and solid sales pitch, I bought Green Dawn Mall from Indie Press Revolution.

 


Reading through the thin tome (88 pages of text and some interior character sheets), I am fascinated by how it captures all the strangeness of S.L. Grey's The Mall, the Backrooms, and SCP-3008 and jams it together in a playable format.

I'm even more excited that I may actually get to play Green Dawn Mall, as I have a teen at home with a gaming persuasion, and several friends of the same persuasion.

This isn't a play-test review, as that will hopefully come later, but a quick overview of what promises to be a fun series of one-shot games.

PCs are modern-day teens trapped in an everlasting '80s shopping mall, the titular Green Dawn Mall.  The various stores play into this, going so far as to state that The Magic Eye Store (pg 47) is the only place that 'PCs can hope to get a signal on their cell phones.  They cannot call out, but who knows 'what temporal anomalies can happen there...'

These PCs are there to find a lost Friend, who disappeared looking for something 'special.'

From there, random tables are used to determine stores, oddities of them, and then - perhaps - escape.

It gives off Gardens of Ynn and Stygian Library vibes, with the way they randomly determine what area is encountered next.  A depth-crawl, I think its called.

All-in-all, the potential for fun is a hoot. 

It ain't all that much, so if you've the funds, give it a buy.





Sunday, August 13, 2023

Balefire, Sentient Sword

I have many, far too many, unfinished posts.  Here is one of them - if it ends up in your game, let me know!

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Most DnDish campaigns make use of magical items, so here is one you're welcome to use in your campaign.

Balefire is a ancient blade that has appeared time and again throughout history, always in the hands of a tyrannical warlord leading an army of the damned.  Eventually, champions arise who put the tyrant down and the threat is gone until the next would-be emperor arises.

This is because the spirit bound to Balefire is an ancient lich-king who failed in making the sword its phylactery, instead making it his eternal prison.  When not in active use, it waits patiently for the next fool to take hold of it, and then Balefire's reign of terror begins anew.

Balefire is sentient bastard sword that does not normally speak aloud - it is perfectly capable of speech, but prefers to use telepathy with its wielder and appear in dreams in whatever form the lich inside thinks will work best to persuade the wielder to continue the cyclical rampage that the sword causes.

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sword by GrimAngel on DeviantArt


Mechanically, Balefire is a flaming bastard sword, whose flames burn an ugly green and purple.  In addition to fire damage on the initial strike, the flames continue to burn the target, dealing a bit of fire damage, but more importantly, the fire burns the essence of the target, dealing temporary Constitution and Charisma damage.  Balefire is very much Lawful Evil, to the point where nonaligned - especially Chaotic Good - sorts experience these flames just by drawing the sword from its scabbard.

Sentient beings slain by Balefire rise under the sword's - NOT the wielder's - control.  Often, blade and wielder goals align, so it amounts to the same thing, especially if the wielder is chasing dreams of empire.  

Dreams implanted and reinforced by the spirit within Balefire, itself.

On occasion, the spirit within enjoys the irony of being trapped in a bastard sword.

The lich inhabiting Balefire has a full complement of spells - the wielder cannot cast these spells, but can bargain for help.  At times, Balefire casts spells of its own accord, for its own inscrutable reasons.

In addition to its offensive capabilities, Balefire heals after a fashion - with every sentient being slain with Balefire, the wielder gains half its hit points back or has a disease or condition cured.  This healing has the side effect of granting virtual immortality to its wielder.  As such, the best way to kill the wielder involves disarming the wielder and keeping the blade out of anyone else's hands - a challenge when undead under the sword's command are actively trying to rearm the wielder. 

Still, heroes arise and the sword disappears from history for a century or two.  

True heroes would destroy the blade, but to date, no one has learned how.

Perhaps your PCs will be the ones to do so.



Tuesday, July 11, 2023

Survivors of the Deeps

As posited in my initial post about my #Dungeon23, the main (known) entrance to Askorun opens but once every 50 years, remains open for a year and a day, then close for 50 years.

Anyone trapped inside is out of luck, and over the centuries, no mortal magic or stratagem has kept the doors open longer, nor managed to force them open.   Wizards have been able to Dimension Door and Teleport out, but if anyone has done so to enter the dungeon, they didn't survive to brag of it.

This post is about these survivors.

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Most survivors are individuals or pairs, although a dwindling company of Dwarves have established a defensible position on the third level, sending out sorties to gather ever more loot.  The problem that these survivors face is that many of them no longer want to return to the surface.

Initially, they did, but with every sleep, the Dungeon whispers to them, entices them, changes them.  While they still recall the surface, many now prefer the Dungeon.  

Frankly, they're all a bit mad, now.   Mad and pale white from lack of sunlight.

Not Derro level mad - at least not yet - but approaching it.  

Especially that human that just can't die.  That poor, poor bastard.  

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Above I mentioned a human that cannot die.  

Augur il-Vec by Daren Bader

Once he was a cleric.  A cleric with a name.  None of this he remembers, although he sometimes cries when he looks at the holy tattoos on his arms.  

He came below with a group of stalwart companions and was quite literally cursed to be the last of them.  In a sack he carries the skulls of his former comrades, and in more lucid moments, pulls them out and talks to them.  

Mostly though, he wanders and as needed he talks and fights, and when at death's door, he fades away, returning later.  He never hungers or tires, though, because of the Ring of Sustenance and Regeneration (and immunity to permanent death) he wears on his right hand. 

50+ years of sleep deprivation have taken their toll.  Yet if calmly approached and spoken to, he may provide some useful information before starting to rave and wandering off or attacking the PCs as he hallucinates.

To end the curse, he and his fellows (their skulls, at least) must be buried in hallowed ground - and the Ring must be buried there, too.  At that point, his spirit appears and thanks whomever buried him. 

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Next is the Dwarven enclave.  Staying below was always the goal of this company.  Initially, the Company of the Axe was a full 27 strong - 20 Dwarves and 7 Gnomes, plus a train of packmules.  In the last 50 years, their size has been reduced to 12 Dwarves and 3 Gnomes, but these 15 still pursue the goal of accumulating the vast wealth of Askorun, but now they plan to keep it here.

Balthor the Stout by Ron Spears

They are led by the Dwarf Oskar Gem-eyes, a noble and a capable warrior with eyes that glitter like the sapphires they are (these sapphire eyes allow Detect Magic, See Invisible, and True Seeing - all of this has a negative effect on his mind).  The Company of the Axe has an arrangement with clanmates that will meet them when the doors to Askorun once again open.  Those on the surface may be shocked at the change in their dungeon-dwelling clanmates - but being Dwarves, they won't show or discuss it publicly.

The key to these survivors' success was preparation.  While the natural food and drink they brought with them (and the mules that carried it all) has long ago been consumed, they have several magical items that they guard with their lives. 

Horn of Plenty - this large wicker cornucopia provides enough fruit and vegetables to feed twenty every morning.

Mug of Many Meads - a large mug that holds a liter of liquid and can fill itself with the best mead one will ever taste 5 times per day.  A full mug is used as a reward to those members of the company that have done something of merit - otherwise it is divided up among smaller cups.

Long Pig - recovered from the hoard of the venerable Behir Azzuzir (from the Night Below box set), this item looks like a 4-inch long ceramic pig.  

Once every five days, on command, it creates a roasted pig (reasonably small, but agreeably filled with chestnut stuffing!) to appear nearby, providing enough food for up to 20 people.

Decanter of Endless Water - as per the DMG; when not filling the pool the Company has constructed, it is used as a defensive weapon, knocking attackers back and prone.

Cauldron of Iron Stomachs - this large black cast iron cauldron is etched with a variety of arcane runes.  It heats and cools upon command - no fire needed.  It stands nearly 4 feet tall and is a good 4 feet across (the mule that carried it in was the first stew cooked in it).  

The survivors have been surviving on perpetual stew - they won't eat their fallen comrades, but anything living they kill ends up in the Cauldron - meat makes the vegetables taste better. 

Being Dwarves, there are multiple stone, spear, and crossbow-based traps and defensive positions near all the entrances to their redoubt - a redoubt clearly marked with Dwarven runes and the skulls of pigs and mules (and other things they've killed).   They have established a neutral meeting place where other dungeon denizens can trade gold and information for food.  

This neutral place is where the PCs are most likely to encounter them in a safe fashion.  Once these survivors encounter surface-worlders, they trade information for surface foodstuffs (especially bread, beer, beef, salt, and spices - although the Gnomes wouldn't mind some tea) and tobacco.  They will pay for it, but would prefer to pay with information rather than their precious gold.

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One individual survivor is an Elf wizard who calls herself Newra the Learner.  Those that learn her True Name can compel her to divulge all sorts of information.

Belbe, Corrupted Observer by Igor Kieryluk

Newra has been in the depths for two cycles now, puzzling over how to get past the permanent Prismatic Sphere that is keeping something well secured.  Through the translucent glittering lights of the sphere, she can make out a table or workbench with smaller items upon it, and a pair of large chests flanking it.  On a few occasions, she has seen a figure moving about inside the sphere, but how it comes and goes she has no clue.

What she does know is that this Prismatic Sphere is a nasty variant of the traditional spell, as the normal counters to the layers fail to work.  She has worked out how to get past the first two layers through trial and error, but is seeking more spells (and guinea pigs) to test her theories with.  

Newra craves more spells most of all - perhaps a spell the PCs know can break past the third layer.  If she cannot trade for them, she will take them by force.  

Her collection of undead servitors (many of which are spell-stitched former adventurers) keep lesser threats at bay, and her collection of spellbooks (taken from uncooperative wizards) rivals that of established archmages on the surface.

Newra is willing to trade information (and maybe spells) for wine and spices and fresh food.  Her sole source of sustenance is a Spoon of Murlynd, which works, but the blandness of the food it creates is much of the reason she is angry all the time.

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Another pair of Elves lurk near the main entrance.  Brioc carries Cynhafel on her back, because Cynhafel lost both legs two decades ago.  

This has had the side effect of them being difficult to surprise and impossible to flank.  This means that the Meazels have yet to destroy them - they still harry the poor Elves, though.

Their proximity to the surface has made them less mad than most, with Brioc being the most sane of all the survivors.  Which is good for Cynhafel, because he has entirely become a creature of the dungeon.

They have been living on water from the entrance pool and have become adept at trapping vermin.

Honestly, Brioc will be content to die under sunlight, preferably after returning Cynhafel to their home far from Askorun.  

Cynhafel wields a pair of Katars that glow in the darkness, while Brioc wields a short spear.

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A lone Gnome named Kharagosa has found a hiding place on the fourth level.

Deep Gnome Terramancer by David Sladek

This Gnome mageling gets by on honey and beer from his Alchemy Jug, supplemented by whatever he can catch with his Sleep spell, which is mostly rats and other vermin.  

It's a miserable life, but at least he's alive.  

He will gladly give up the Alchemy Jug as a reward to those that escort him to the surface.  

Of course, the escorts may find that Kharagosa heads right back in.

Kharagosa knows that Askorun is a sentient, malevolent being because one item that Kharagosa does not willingly part with is an Amulet of Stonespeak.  

The Amulet of Stonespeak allows its attuned wearer to communicate with the very stones.  The only stones Kharagosa has had access to are those of Askorun, whose thoughts have twisted Kharagosa's view on many things, but does allow Kharagosa to function as an oracle of sorts, because Askorun has had centuries of things to talk about and no one but Kharagosa to tell.  

Kharagosa's only saving grace is that the Amulet doesn't function 24/7, but needs to recharge regularly by being placed in a pot or bucket of earth (although burying it underground works).  Ideally, the pot or bucket is warded to prevent a gate to the plane of Elemental Earth from opening - there are no such wards if the Amulet is buried in the ground.  Submerging the Amulet in water renders it dormant.

Naturally, Kharagosa owns such a warded container of earth - it being how he discovered the Amulet decades ago.  

Incidentally, the Amulet of Stonespeak also allows its wearer to communicate and command Earth Elementals, but Askorun has successfully kept Kharagosa from learning this aspect of the Amulet.

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Often survivors become undead - surviving after a fashion, but not really.  Mostly, they become ghouls after being forced to cannibalism in the dark, but other types of undead are certainly possible.  

Balthor the Defiled by Carl Critchlow

As such, these individual undead can be found anywhere.  If incorporeal, their remains are no doubt nearby, forever waiting to be properly buried. 

But the corporeal undead just skulk and stumble about, waiting to bring the hated living to ruin.

Frankly, it's a miracle that Askorun isn't crawling with undead.  Perhaps with time, it will.

Until then, wise adventuring companies have clerics among them.

And wise DMs have a random encounter table featuring an Undead subtable.

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There may be some foolhardy sorts that intend to stick around in the depths.  The smart ones outfit themselves with magic items that are variations on the Create Food and Water spell.  Items such as these are worth their weight in platinum to these mortals.  

As the survivors demonstrate, this doesn't help that much, but it's a start.


Sunday, June 25, 2023

Challenge of Champions

Noncombat challenges can be difficult to set up in a DnDish game, so there is no shame in using others' noncombat challenges for your own purposes.  These are most commonly found as deliberate puzzles, but can also include finding and opening hidden doors or finding and getting around traps for a more natural means of in-game puzzle use.

While there are many books and pdfs and blog posts and videos that provide such content, some official sources come from the pages of Dungeon Magazine: the Challenge of Champions I-V.  Each of these is billed as being for four PCs of any level.

The Challenge of Champions adventures can be found in Dungeon Magazine issues 58, 69, 80, 91, and 108.  The first three are for AD&D rulesets, with the last two being for 3.x, not that ruleset really matters.

It doesn't matter because the puzzles included are aimed more at the players than at their PCs.  The conceit being that there is an Adventuring Guild sponsoring each Challenge, enforcing rules about items and magic available to participants.  Looking at them, this guild exists in an incredibly high-magic world.

Anyhow, each Challenge comes with handouts and illustrations - and approved solutions given the parameters of each challenge.  Those handouts can make it a challenge to use many of these online, but ideal around the kitchen table.  Each challenge also provides some NPCs to round out the team, as well as a list of other competing teams and those teams' final scores.

Using these as-is works, but moving some of them into your homebrew adventure may require a bit more effort, unless you're running a funhouse, where most of these challenges are right at home.  The preferred solutions of the challenges go out the window when PCs/players have full access to all their spells and items, and honestly, this is perfectly fine.  I say this because a good puzzle encounter is one that engages most or all players and can be solved multiple ways or merely ignored until later.

This last is important, because PCs/players should always be able to move forward or backwards without solving the puzzle (or finding the secret door or making correct die roll).  Puzzles (and secret doors and die rolls) are ideal for hiding cool loot, shortcuts, and side quests, but using them to block forward passage can result in frustration and an overall dissatisfying game session.

Especially if some players in the group don't do puzzles.

Luckily, you talked about puzzles during Session Zero, so you as DM already know how puzzles are going to work out with your players.

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There's a fine line between traps and puzzles, and resources for one often include resources for another. So here are some additional puzzle resources for your games - I address trap resources in another post (and should probably update that one).

Puzzles and Riddles

Puzzles, Predicaments, and Perplexities series

the Riddle Room series from Cloud Kingdom Games (some volumes seem to be ebay only).

and lots of videos on the YouTube.


Saturday, June 17, 2023

Unicorns, the MtG Way

I have a confession.

I really like unicorns.

After all, I have sampled several unicorn-branded beers, own two unicorn t-shirts, and use a Squatty Potty every morning.

Mostly, though, I enjoy playing Commander with Lathiel, the Bounteous Dawn Commander decks.

Because unicorns, man.

Such a beautiful card in both forms.

Note that if you only want images, jump to EDHRec. For decklists, scroll to the end of this post.

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Lathiel is a wonderful commander for several reasons.  First is colors - GW are allied colors and this card showcases what they do. A 2/2 for 4 cmc may not seem like much, even with lifelink, but its ability is what pushes it over the top.

At the beginning of each end step, if you gained life this turn, distribute up to that many +1/+1 counters among any number of other target creatures. (Emphasis mine).

Each end step means your opponents' end steps as well as your own.  So, if you've a means to gain life when it isn't your turn, you profit while Lathiel is in play.  

Note that Lathiel cannot place those +1/+1 counters on itself, but can place them on any other creatures, to include your opponents' critters.  

All of this means that Lathiel is a great commander for those wanting to play politics, in addition to being a great commander for steamrolling people with massive creatures.

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Having lots of life - even infinite life - won't win the game on its own.  

Even if you have infinite life, there are still ways around it: 21 Commander damage, 10 Poison Counters, running out of cards, a variety of 'if this, then victory' cards, and all of the combos that result in an opponent just winning the game.

Despite this, Lathiel has several routes to victory based on life totals.  Chief among them is smashing face with giant creatures, but there is also the time-honored option to use life as a shield until you can cast Approach of the Second Sun twice. Instead of defense, life can also be used in the offense with Aetherflux Reservoir. In addition to these methods are Test of Endurance and Felidar Sovereign.  With these, Lathiel has its own 'if this, then victory' cards.  

So whichever route you choose (and you have 100 cards, so choosing some or all is an option), Lathiel can win games.

But how to gain the life we need to fuel the counters?  Ideally, we are doing so every turn, passively.


By passive life gain, I mean not having to cast any spells or attack.  Just sit back, let the card trigger, and giggle.  Giggling is the important part.  Venser's Journal is my favorite, but not the only option.  The Soul Sisters gain life for each creature that enters play, regardless of who plays said creature.  

Lifegift provides a life for each land that enters play on any battlefield, while Courser of Kruphix, Druid Class, and Retreat to Kazandu only trigger when your lands enter play - note that even at 100 cards, you fast run out of room, so choose wisely. Crazy Shattered Angel triggers solely when opponents play land - ideal with Lathiel triggering on any turn.

Glorious Sunrise and Primeval Bounty are special, because they provide several options that work well with a Lathiel deck.  Hence this separate sentence.  If you've only room for one, though, Bounty does more and more often.

Do not forget the spells that provide a one-shot boost of life, often as an add-on to something else, but not always.  Three of my favorites are Momentous FallLifeblood Hydra, and Pelakka Wurm.  While Lifeblood Hydra is pricey, the other two easily slip into a budget deck - and should.

More important are the evasive creatures with Lifelink.  If they aren't evasive, that's okay, but not as preferable.  White gives us flyers with Lifelink, but any deck can run Rogue's Passage, and Lathiel is no exception.

Related to the evasive lifelinkers are the cards that let you win the way Richard Garfield intended (maybe) - glorious combat.  


Bond of Discipline may be my favorite white sorcery.  A well-timed BoD can result in game over, be it by your creatures or someone else's.  True Conviction and Predatory Focus are two more cards to seal the win - I would even argue that Focus is even better than Overrun, at least in this deck.

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This being an article about Commander, the Magic format of over-the-top plays, I want to talk about how we gain MOAR life, which leads to MOAR counters, and therefore ridiculous amounts of damage.


Boon Reflection isn't the only life-doubler.  Rhox Faithmender and Alhammaret's Archive do so as well, and being permanents do it all the time.  Beacon of Immortality is an instant that can target any player, so it saves you or lets you politic.  Either way, it's a solid inclusion.  

Best of all is that this doubling counts as gaining life in the rules.

A second way to push lifegain over the top is with cards that add 'life plus 1 instead', like Cleric Class.



Angel of Vitality, Heron of Hope, Honor Troll, and Knight of Dawn's Light are other options here, but to be honest, I pulled most of these creatures from my budget list and didn't consider them for the nonbudget list.  Cleric Class made both because it provides life and counters. 

Other than that, you have a mix of spells that change life totals or add X life, which all can be considered based on budget or your whims.  One interesting card is Eternity Vessel, because all of its life changes count as life gain and it is a may effect, so it should never reduce your life total.  Note that Eternity Vessel looks at the counters on the card, so proliferating and other tricks (like Doubling Season, Vorinclex, or Quarry Hauler) means more life gain is possible with every Landfall trigger. 


Note that in many of these cases, Nykthos Paragon can be your creatures' best friend, but is only truly ridiculous in a go-wide build.  Speaking of go-wide, Congregate loves such a deck, especially when Storm Herd (with Soul Warden and/or Archon of Sun's Grace on the battlefield) is involved.  

Because stacking dice upon dice is fun!

Infinite or near-infinite combos fall into this category.  Adding Kitchen Finks, Archangel of Thune, and Spike Feeder to your Lathiel deck allows for this.  That said, depending on your final build, there are MANY ways to go infinite in Selesnya colors.  Many more than I realized!  Kitchen Finks is combo-licious, as I suspect most of the creatures with Persist are.

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In addition to lifegain, Lathiel is a +1/+1 counter deck.  Which means we want to capitalize on gaining ever more counters.


Hardened Scales, Conclave Mentor, Wildwood Scourge, Lae'zel, Solidarity of HeroesHydra's Growth, Vastwood Hydra, and Invigorating Surge are easily afforded and acquired.  For those with deeper collections or pockets, there is also Benevolent Hydra, Kalonian HydraPrimal VigorVorinclex, Doubling Season, and my favorite, Branching Evolution.

I likely missed some, but these are my go-to options. 

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Doubling Season, Vorinclex, and Lae'zel not only affect +1/+1 counters, but also loyalty counters on Planeswalkers, which makes it tempting to add Planeswalkers to the deck.  

Or at least to the nonbudget deck.  After all, doubling loyalty counters is why Doubling Season and Vorinclex cost so much. 

The standout planeswalker is Ajani, Mentor of Heroes, because 100 life in one shot is too fun to pass up, and his +1 plays well with the rest of the deck.


Other synergistic options are Basri Ket; Gideon, Champion of Justice (even without shenanigans, he can ult quickly); Ajani, Steadfast; Ajani, Strength of the Pride; ... really, any G, W, or GW planeswalker that can ultimate immediately with Doubling Season in play is a consideration.

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Synergies are important to a Commander deck. Well, most Commander decks.  Those built to race to combo are a different animal.


Sunscorch Regent and Managorger Hydra play into Lathiel's strengths, even when Lathiel isn't in play.  Add both to any Lathiel deck you build, because both are around $1 each. 

Authority of the Consuls slows opponents down while providing life. For W.  

This deck craves proliferation.  Even without running Planeswalkers, there are all the +1/+1 counters that want to grow.  Evolution Sage is my favorite method, but Karn's Bastion shouldn't be overlooked. 

Titania's Command plays into a few strengths of Lathiel, and is worth its 6 cmc.  Especially against a mill deck.



My last recommendation on strong synergies is Children of Korlis, who even passes the Sun Titan test.  Maybe it falls under lifegain, but it matters not.

Add it to your Lathiel deck.

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Lathiel typically wins via permanents, be they creatures or enchantments.  Both of which are easy to remove.

So what's a poor Unicorn to do?


Asceticism provides blanket protection for creatures from targeted attacks, with Boots and Greaves being the standard choices for individual protection.  Darksteel Plate and the various Swords of X and Y help creatures out, as well.

These work, but show our hand, so we need instants to save us.   Luckily, GW provides some of the best protective instants in the game: Teferi's Protection and Heroic Intervention.  GW doesn't stop there, though.  Wrap in Vigor, Akroma's Will, Flawless Maneuver, Make a Stand, and Unbreakable Formation all save the team, with the last playing nice with Lathiel's +1/+1 counter theme.

In addition, there is a plethora of G and W cards that render individual creatures indestructible or hexproof until end of turn (or both, in the case of Loran's Escape). Sheltering Word, Snakeskin Veil, and Tamiyo's Safekeeping synergize well with Lathiel's goals.

Given that this deck relies on creatures, Vigor works to keep your team around if you cannot make them indestructible.  

So we have lots of options to help our permanents survive, but eventually they will get destroyed.  It's how the game is played.

Luckily, returning cards to play or to hand is something that both White and Green do well.  


Faith's Reward, Sun Titan, Eternal Witness, and Pulse of Murasa are just a few options that Lathiel has access too.  Best of all is that most of your options can be added to budget decks - especially Sun Titan.

With our permanents safe, we need to look to saving ourselves.

Purity saves us from direct damage and Blunt the Assault from combat (for a turn).  Spike Weaver can save us from lots of attacks, presuming it survives.

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While your opponents are gunning for you, you are gunning for them.  After all, in Commander, there can be only one.  Happily, GW decks have access to some of the best removal in the game, both targeted and mass - and you will want both.


Fracturing Gust is arguably the ideal choice for Lathiel decks, right next to Damning Verdict.  That said, there several other solid sweepers, and if your decklist ends up enchantment-heavy, Fracturing Gust can be more dangerous to yourself than others, as can Wave of VitriolAustere Command, and Day of Judgment.  Still, sometimes the inconvenience is worth it.

StP, PtE, K-Grip, Beast Within, and Generous Gift are the go-tos for targeted removal in most GW Commander decks, but this being about Lathiel, I want to point out that Scryfall shows several options that destroy a permanent AND gain life.  Of note is Heliod's Intervention - double X lifegain can be tempting.

GW provides a strong suite of creature-based removal, as well.  FroghemothScavenging OozeHaywire Mite, Whiptongue Hydra (can be dangerous to self), Bane of Progress (also potentially dangerous), all provide answers while improving your boardstate.  

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Many Magic players enjoy running obscure cards in their decks, and sometimes, such cards are so niche that they don't fit anywhere else.  Or perhaps these cards do fit, but are soon removed for more efficient cards that do similar things.


Take Celestial Force.  A 7/7 8-cmc elemental that gains you life every turn.  It doesn't even have vigilance like most other large White creatures.  Most decks won't and shouldn't consider this card.

But Lathiel decks can, because Lathiel hands out +1/+1 counters at the end of each turn, just like Celestial Force gives you life each upkeep.  

From experience, Lathiel decks really needs Lathiel in play to shine.  So in addition to protection, consider two more niche cards: Sunbond and Light of Promise.  Light of Promise even passes the Sun Titan test.

Rounding out the niche cards is Scale the Heights, doing a little bit of everything, including gain life.

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Way up in the beginning, I mentioned that Lathiel is a great commander for politicking games.  GW provides several other cards in this vein, from the synergistic Primal Vigor to Gluntch, the Bestower.  

Sometimes these politicking cards fall under niche cards, like Healing Technique.  Other times, they number among the regular suspects in group hug and politicking decks.

While there are many options, a few choice cards stand out: Nils, Discipline EnforcerEvolutionary Escalation; Oath of Lieges; Secret Rendezvous; Selvala, Explorer Returned; Fertilid; and Tempt with Discovery.  Yes, gud players won't go for land, but I don't play with gud players, I play with good players.  There is a difference.

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Lands are a crucial part of any Magic the Gathering deck, because without them, the deck doesn't play.  

While Lathiel decks can get by on Plains and Forests, there are a handful of nonbasic lands that all Lathiel decks should include: Rogue's Passage for beats, Gavony Township for more +1/+1 counters, Karn's Bastion for proliferating all kinds of counters, and Glacial Chasm for protection - if the deck is working correctly, you should be able to pay (and maybe recover from the graveyard to play and pay again) the cumulative upkeep for multiple turns.

Krosan Verge, Myriad Landscape, and your other favorite fetchlands are worth considering (because they all pass the Sun Titan test), but aren't necessary.  That said, Krosan Verge is arguably the best of these because it can fetch nonbasic Forests and Plains. Riftstone Portal is interesting, because it helps GW decks immensely, but only from the graveyard.

Given that most Lathiel decks rely on Green's burst draw spells of Hunter's Insight, Rishkar's Expertise, Momentous Fall, and/or a dying Lifeblood Hydra, Reliquary Tower is nice, but not a necessity.

A type of land is the land that blows up other lands, such as Strip Mine, Ghost Quarter, or the huggy Field of Ruin.  This is not only because sometimes lands need to be destroyed, but because the best response to a Tempt with Discovery is to search up one of these land destroyers.  The fact that these lands pass the Sun Titan test is bonus.

Lands provide other types of answers as well, so if you need graveyards exiled, creatures to be targetable, boards to be cleared, cards to be drawn, spells to be not countered, artifacts to be returned, creatures to have haste, stolen creatures to be returned, or several other game mechanics, look to lands to help you out.

Oh, and Command Tower should probably be in here because Lathiel is two colors.

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The biggest problem with Lathiel decks is that they require life gain to work well.  Yes, creatures can still swing, but it is far more efficient to do so when those creatures are VAST in size.  So if  lifegain is regularly played in your meta, some folks may start running the anti-lifegain cards.


These cards are predominately Red and/or Black.  In addition to Rain of Gore (and its cousins False Cure and Tainted Remedy), are the cards that merely prevent lifegain: Archfiend of Despair; Erebos, God of the Dead; Everlasting Torment; Forsaken Wastes; Giant Cindermaw; Havoc Festival; Knight of Dusk's Shadow; Leyline of Punishment; Quakebringer; Rampaging Ferocidon; Roiling Vortex; Sulfuric Vortex; Tibalt, Rakish Instigator; and Witch Hunt.

Note there are also a handful of instants the prevent life gain for one turn, but I have never seen them played in Commander.

I hadn't realized that there were so many options to hate on lifegain.  Luckily, most are enchantments, which are easily handled by a well-made GW deck.  The rest being creatures and a lone planeswalker, which are also easily handled with GW.  

One Red card stands out as the bane to any deck wanting to gain life, and that card is Stigma Lasher.  


Stigma Lasher is dangerous because its anti-lifegain is permanent, even if Stigma Lasher leaves play.  At least it lacks haste - but most Red-based decks add haste-making, so watch yourself.  

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Wow, but I can blather on and on and on.  Thanks for reaching this part - we're almost done.

Yes, much of the above can be found by looking at cards on EDHRec or a dedicated Scryfall search (also Commander's Spellbook), but words are more my style.

Low Power Decklist - this is for a meta that doesn't do fast mana. It plays politics and is an away deck.

Budget ($100ish) Decklist - putting my words into practice.

Nonbudget Decklist - nonbudget, built with cards I own, hence no rocks that cost more than a few dollars and a preponderance of basic lands.

There you have it, way too many words on Lathiel.  Not quite a primer, but leaning towards one.

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Note that I drafted most of this before the whole Phyrexian Invasion or LotR sets were printed, so they aren't mentioned.