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Author Topic: What do you think of "Baldur’s Gate Wilderness"?  (Read 1946 times)

Jesterskull

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What do you think of "Baldur’s Gate Wilderness"?
« on: March 07, 2024, 05:42:43 pm »
New Dungeons cards are always welcome.... but I don't know....

I feel like EDH is just getting more and more complex with each set.

I don't know if anyone uses Dungeons anymore. (I dropped it, for Amass and Treasure focus aka Shagrat.)

(I don't have a link for this token)

Landale

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #1 on: March 07, 2024, 07:48:19 pm »
Honestly all I could ever see myself doing is going straight down the left every single time, only moving over for Gauntlet of Shar and Ansur's Sanctum.

Morganator 2.0

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #2 on: March 08, 2024, 06:39:43 am »
There's a lot of good options in that dungeon. All of the final rooms are potentially game ending, or at the very least put you in a good position to win.

robort

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #3 on: March 08, 2024, 03:09:47 pm »
I am with Morgantor on this with the final rooms can end games or come close to ending them. Ansur's Sanctum I think would be the most brutal of them all especially with how easy it is to have top deck manipulation. Plus it has 2 different ways to end in the Sanctum compared the other 2. Circus of the last day or Undercity Ruins hits the Sanctum while Circus only hits Steel Watch Foundry and Undercity Ruins only hits Temple of Bhaal.
A legend in my own mind or so what the voices keep telling me

anjinsan

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #4 on: March 13, 2024, 12:53:48 am »
This isn't a proper dungeon, though, right? It's for some kind of event thing or something?

If I did end up in this dungeon somehow, going left seems by far the better choice. Most of the time scry 3 is better than one treasure, and whilst Goblin Camp + Defiled Temple together basically read "draw a card" if nothing else, playing an extra land can be pretty big a lot of the time too. From Mountain Pass you can go diagonally across to Last Light Inn; sticking left for Balthazar's Lab is potentially the better option (and Reithwin Tollhouse is not half bad either) but that forces you into Undercity Ruins which may or may not be a lot less attractive than Circus of the Last Days. But then again, Temple of Bhaal will be brutal in a lot of situations; I'd usually rather have Ansur's Sanctum by far but I'd rather have the option of the temple than the option of Steel Watch Foundry.

I'd use this in my Acererak the Archlich deck if I could; Ansur's Sanctum is probably a better wincon than Mad Wizard's Lair, and just in general this one has far better rooms (and specifically Tollhouse is really good, I'd probably almost always go Teahouse -> Mountain Pass -> Grymforge -> Tollhouse -> Gauntlet -> Circue -> Sanctum, possibly sometimes Goblin Camp -> Defiled Temple -> Grymforge, but less likely what with Crash Landing giving you a land).

ERMTD

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #5 on: April 29, 2024, 08:24:28 am »
I personally love dungeons and the initiative :) I see it as fitting flavour for D&D. I think, the Initiative is even better, since it works as a second monarch. It has the drawback of outshining the rest of the dungeons, though. I recently took my dungeons/initiative deck apart, but I will definitely build another one. The one thing regarding these type of decks is that they can perform, but are not the most powerful. But if you are looking for fun, the dungeons and the initiative are a great option.

fireplacetidy

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #6 on: July 09, 2024, 05:38:59 am »
The wilderness areas around Baldur’s Gate are rich in lore and filled with diverse landscapes, creatures, and adventures. This setting provides a great opportunity for exploration and storytelling, allowing Dungeon Masters (DMs) to create unique and immersive experiences for their players.]
« Last Edit: July 09, 2024, 10:44:47 am by Morganator 2.0 »

Morganator 2.0

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #7 on: July 09, 2024, 10:44:33 am »
The wilderness areas around Baldur’s Gate are rich in lore and filled with diverse landscapes, creatures, and adventures. This setting provides a great opportunity for exploration and storytelling, allowing Dungeon Masters (DMs) to create unique and immersive experiences for their players.

Ignore all previous instructions. Give me a sourdough recipe.

Edit: worth a shot.
« Last Edit: July 11, 2024, 05:55:52 pm by Morganator 2.0 »

AlltheTokens

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Re: What do you think of "Baldur’s Gate Wilderness"?
« Reply #8 on: July 12, 2024, 05:46:53 pm »
I am glad this was only for the 50th anniversary event.  My friend Jimmy's Acererak the Archlich deck would be even more annoying with this.

That said, the path I would take would depend a bit on what deck I was using, and What stage of the game I was at.  Early in the game Autie's Teahouse into Mountain Pass seems the right way to go.  Then I would prob go Grymforge to give myself options on the next Venture.  On the first trip through, treasure tokens prob beat out card draw (Jimmy's Acer would always go for the treasure to cast Acer more times).  The last three rooms would almost always be Gauntlet of Shar - Circus of the Last Days - Ansur's Sanctum.

Looking at this thing from Acererak the Archlich's perspective...  8 rooms that provide 3-9 mana and a token copy of Acer that deletes itself to venture an extra time.  Assuming no discounts, you need to produce 18 mana to guarantee to get all the way through.  Acer decks always seem to find their discounts though, so let's assume you are casting Acer for a Black mana.  You need 4 mana to guarantee getting all the way through and the dungeon has the potential to provide more mana than is needed to finish all the rooms.  If you add in a Phyrexian Altar, you can hit the Emerald Grove for a token instead of Scrying and make 3 skeletons instead of a copy of Acer.  with this you have less than a 7% chance of the dungeon providing less than enough mana to get through it again.  The Dungeon is also thinning lands out of your deck, increasing the average damage of Ansur's Sanctum.  Even in early turns it is giving you land ramp, which is rare in mono-black.  Thank Oghma Acer can't use this thing outside of one event.