๐งช Field Report 004 — Spelltable Jitters and the Raidmother Gambit
I’ve been playing Magic: The Gathering for over 30 years, and Commander specifically since 2011, when Wizards of the Coast first made it an official product line. You’d think by now I’d be past the nerves — but I’m about to jump into a Spelltable game with another creator, and yep... I’m nervous.
Some of it is just the classic deck panic. I’ve got over 30 Commander decks, and while that sounds like a blessing, it’s more like picking your favorite child during a fire drill. Some are easy to eliminate — the ones that steal opponents’ permanents or mess with turn order just don’t work well online. (Spelltable isn’t built for chaos gremlins like me.)
But deeper than that, there’s a whisper of imposter syndrome.
“Are you really a Commander player? You don’t win every game. You build weird decks. You still run Elixir of Immortality… for spite.”
And honestly? Maybe all of that is true — but I’ve never pretended to be anything more than someone who loves this game. I love the storytelling, the synergy, the unexpected haymakers and the glorious fumbles. I don’t need to win to have fun. I just need to do something cool.
So I’m bringing Wort, the Raidmother.
She’s a glass cannon. A storm in a goblin pot. Either I pull off something incredible or fizzle out in the most hilarious way. And that feels like the perfect energy for this game — a deck that says,
“Let’s make memories, not just win cons.”
Sometimes the best play is choosing what feels like you.
Let’s roll.
— Tibalt’s Apprentice ๐ฅ
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