Just going to take a couple weeks break: I'm feeling kinda burnt out, so a short vacation will be nice.
See y'all back in a couple!
This is a blog about the Magic the Gathering decks I make, the games I play and the general thoughts I have about the game...and occasionally other stuff but hopefully only as it relates to play.
Just going to take a couple weeks break: I'm feeling kinda burnt out, so a short vacation will be nice.
See y'all back in a couple!
So let's catch up since I failed to update the readers on Sandstorm!
4 Shuko
4 Heartfire HeroAfter some time revamping more, this is the list I settled on.
1 Deep Forest Hermit
1 Emeritus of Woe
2 Eldrazi Repurposer
1 Grim Haruspex
1 Massacre Girl
1 Murderous Rider // Swift End
3 Ohran Viper
4 Misery's Shadow
1 Springheart Nantuko
1 Vein Ripper
3 Sakura-Tribe Elder
3 Fume Spitter
4 Fecundity
3 Mortuary
6 Swamp
2 Volrath's Stronghold
4 Llanowar Wastes
7 Forest
4 Blooming Marsh
4 Final Vengeance
4 Malevolent Rumble
Sideboard
SB: 2 Fulminator Mage
SB: 1 Murderous Rider // Swift End
I like Grimlock, but I got a lesson in it's limitations recently.
I was playing Matt who was playing my Sandstorm deck-which I am just now realizing I never followed up on!
So I'll get that posted soon. But Matt couldn't get the deck going, which meant I had time to both set up my deck and take out his smaller creatures. I chalk a little of that up to him being a new pilot
However, later that day, I was playing against a B/W Bats deck that just had my number. Cheap creatures with evasion, scaling power and lifegain meant that by the time I could get my deck set up, the game was over.
The closest I got was when I landed a Vein Ripper and even that wasn't enough.
Now there's a couple lessons: one is that Grimlock is going to be taken down by fast decks, and I should be looking at board resets. My deck should be more resilient to resets than my opponent's.
But also: this deck, as neat as it is, can't be all things. And that's OK. Take the wins where you can.
Of these, the one I'm most excited for is Titanbreach. Pacific Rim set? Yes please.
The most interesting one is Zhalfir of course: Wakanda mythos writ large? Alright let's see what you got! It doesn't hurt that it's a riff off of Lorwyn/Shadowmoor and Lorwyn Eclipsed, a modern set I loved, with Shadowmoor, a set I'm very fond of.
Plus, I always enjoy it when Magic goes to a place that doesn't get a lot of exposure. It's an opportunity for a window to be opened in my world that wasn't there before.
Which is probably why I feel that Nauctis has something to prove. Atlantis was never a thing. I know, it's a high fantasy staple and truthfully, I'm shocked Magic hasn't done it. But it's such an old trope that I don't feel much excitement about it.
The trailer said that it's the first Magic set-maybe ever?-without flying as a mechanic, which is great, I love that.
It also says that there's a mechanic to replace that aaaaaannnnnd that raises some eyebrows. Because previous attempts at making creatures "unblockable except by X" (shadow, horsemanship) have had some very bad impacts on the game, especially in limited.
Sill, I'm glad to see these sets coming next year and I hope y'all are too.
So, been getting into the Arkham Horror LCG and it's been neat! As is so often the case with me, I've been doing dives into reviews of expansions, how to build decks, all that neat stuff.
Then I found this review and it just stuck in my craw.
"Woke" is such a terrible criticism here, even without having played that expansion.
Black people existed in the 1930s. Queer people existed in the 1930s. That may have been to Lovecraft's dismay but we shouldn't be taking his bullshit into the future, and it certainly doesn't change the truth.
So complaining that showing the existence of people in a game where you play as a person is...trash.
Well, Sony have announced the elimination of physical media for games.
And it's a bad, dumb idea.
There are a lot of takes out there right now as to why it is and some of them carry more weight than others. Your mileage may vary, as always.
However there is one thing that I feel becomes undeniable: once Sony controls their own marketplace, they have a monopoly.
And that is bad for everyone.
For me, personally, I hate that we are going back to 'company store' days. You don't own what you own; you rent it all from the company. We already know that businesses consider digital content to be something they can take from you.
I like to own the things I buy-that is why I buy them.
And it means I'm going to have to reconsider my gaming habits for the future. That also kinda sucks. I liked it when things were easy.
And that's it for a week! I'm going on vacation and going to play some Warhammer Conquest!
Sorry everyone! Just need some time to get caught up.
A long time ago, I saw a relationship between Fecundity and Mortuary. At least I think I did. It might've been a combo pointed out in a print magazine, just to give readers a sense of how long ago we are talking. However, G/B is one of my favorite combos and letting that pass by was not going to happen.
3 Wall of Blossoms
2 Bottle Gnomes
3 Sakura-Tribe Elder
2 Quagmire Druid
3 Sadistic Hypnotist
3 Fume Spitter
2 Blastoderm
2 Woodripper
3 Bone Shredder
4 Skullmulcher
2 Vulturous Zombie
4 Fecundity
4 Mortuary
6 Swamp
2 Volrath's Stronghold
4 Llanowar Wastes
7 Forest
4 Blooming Marsh
Now, there are probably some obvious issues here. The first is that the creature selection is ancient, and inconsistent on top of that. That is a space with easy improvement.
However, the elephant in the room is this; I have a two card combo that 1) Doesn't win the game and 2) doesn't do anything to the board when it arrives. That is a problem--sort of.
I'm not going to lie to ya: I like this combo enough that I'm keeping the deck. It's too much fun as a concept for me to get rid of. This means that I'm already accepting that it isn't going to be a A tier deck. B if I'm lucky.
But maybe I can get it to a good B+. Heck, creatures are good enough now that A- might even be possible.
And of course this is named after the leader of the Dinobots.
Recently I got a game in against my buddy Jeff, who was playing a B/W ninja deck built heavily off the TMNT set. We weren't able to finish it (the pub was closing) but in the middle of a game I stopped and asked him to rewind his turn.
Jeff is pretty new to Magic and he wasn't using the Sneak (Ninjitsu) abilities of his cards at all. So I walked him through a turn where he did that, and although I could've punished him for it, I didn't. It isn't worth bringing the hammer down on new players in a non-tournament setting. I'd much rather see him be excited about the thing he built!
Now, I got pretty low on life before the game ended but I think I could've pulled it out, as I was just a turn away from being able to start to generate blockers and life. Once that happens, all I need is enough time to wipe the board with a Withering Curse.
While I didn't get that chance I liked the performance of the deck. It felt like I could dig my way out of the situation.
I'm headed on vacation so next post will be next Thursday!
After a massive overhaul, I took Millionaire out for a spin.
Not bad! The deck actually did more of what I was trying to do. Goes to show that by focusing on the theme, progress can be made.3 Thopter Foundry3 Sword of the Meek3 Glass Casket3 Cryogen Relic4 Etherium Sculptor3 Disciple of the Vault3 Tribute Mage1 Winter, Cursed Rider1 Confounding Riddle4 Thirst for Knowledge4 Mana Leak7 Island4 Seat of the Synod1 Vault of Whispers1 Ancient Den1 Plains2 Arcane Sanctum4 Esper Panorama1 Swamp2 Dromar's Cavern2 Tezzeret, Agent of Bolas3 Withering Curse
Woof. This is a great song for a mess of a deck.
3 Thopter Foundry
3 Sword of the Meek
4 Sapphire Medallion1 Sphinx of the Steel Wind
2 Magister Sphinx
3 Sharding Sphinx
4 Stormscape Familiar
4 Etherium Sculptor
1 Sharuum the Hegemon
1 Sphinx Sovereign3 Oblivion Ring
2 Engineered Plague1 Spinal Embrace
4 Thirst for Knowledge6 Island
4 Seat of the Synod
2 Vault of Whispers
2 Ancient Den
1 Plains
2 Arcane Sanctum
4 Esper Panorama
1 Swamp
2 Dromar's Cavern
So, the original deck idea came from one that was using Time Sieve in order to take multiple, if not infinite turns.
Where's the Time Sieve, my dude?
But OK fine: I don't have Time Sieve. Budget combo with Sword of the Meek and Thopter Foundry isn't a terrible idea.
Why is there all this other stuff? I get the idea: I was thinking that four copies of Sapphire Medallion would make it easy to ramp into cards like Sharuum.
But even if they are, what is Sharuum getting back for me?
So, there's a bunch of work to do here.
So, Hasbro is anti-union and it should be no surprise that their response to the folks creating a union for their work on Arena has been...less than cooperative.
But to insist that people use their deadnames in order to vote on unionization is some bullshit.
This is your reminder that big corporations are not your friends. They aren't here to serve you, they are here to take as much money from you as possible. All of the money, if they can.
Good luck to the unionizers. Fuck Hasbro.
I wanted to like Darksiders: Genesis a lot more than I did, but the game didn't come together as well as I think it needed to.
The upsides to Genesis are many! There's co-op play, including couch co-op. The characters of Strife and War both play very differently, offering a nice variety. The story, while pretty standard, is carried well by the skill of the voice actors, who are charming and having fun. And the combat felt pretty engaging! It got a little same-y near the end, when it just became obvious what the best thing for Strife to do was, and as a single-player using him and then War as my backup was the clear path. But it was still good!
Unfortunately, there are a few decisions regarding the game that end up hurting it quite a bit.
First, it's the implementation of puzzles with a isometric perspective. Jumping puzzles where the camera hides or obscures what you're doing are just bad. I honestly thought we'd left that shit behind two decades ago. Isometric angles on the field of play work great for a game like X-COM where you can easily turn the camera to see what you need to, or Diablo or Hades where the on-field action is important.
It's terrible when the camera is fixed and you cannot be sure of the distances you need to clear, or worse when they put the puzzle BEHIND the camera angle. You get a peek at it but no more. It caused me a lot of frustration and the best I can say about it is: it wasn't always mandatory to complete a puzzle to get past a section.
That was the largest issue with Genesis and while it wasn't a dealbreaker for me, I can see it being one for others.
The other problem with the game, however, was that it just ends. I spent 16 chapters being told about Lucifer's big plan, and how we had to stop it. I spent time in the arena practicing skills (which was a lot of fun!) and getting ready for the missions.
And then when I go to confront Lucifer, the games just goes "Welp, Lucifer is getting away with it! LATER BOYS!" and that's it.
And that is deeply unsatisfying.
Well, now we have a name for the deck! As an added bonus, it's also the name for a Transformer so I'm kinda double-dipping.
In addition, despite the last decklist working really well, Secrets of Strixhaven gave us a card that I am testing, because I think it's very powerful: Stirring Hopesinger. This is in addition to the new removal spell upgrade, Erode, which is definitely better than Unwanted Remake.
However that's not all! Hopesinger is a bird, and that means it gets a boost from Valley Questcaller.
Sadly, this means that something has to go, and Mabel is my cut. She's very good-and she creates an additional mana tax with Cragflame. In a deck with so few mana sources, having a flier that could boost the team just seemed better.
I need a name for this deck, but right now it's got it where it counts, kid.
4 Shuko
4 Heartfire Hero
3 Manifold Mouse
3 Valley Questcaller
3 Emberheart Challenger
2 Mabel, Heir to Cragflame
3 Flowerfoot Swordmaster
3 Seedglaive Mentor
1 Feather, the Redeemed4 Monstrous Rage
4 Unwanted Remake
2 Loran's Escape|
3 Legion Leadership
2 Shelter7 Plains
7 Mountain
4 Elegant Parlor
2 Restless Bivouac
Obviously this started as a riff on the mice deck in Standard-hey, why not build on a proven idea? Without the limits of Standard, Shuko becomes available and the deck can get sick very, very quickly.
With 20 lands, the deck is running very lean, and I'm absolutely hoping that Elegant Parlor along with Shelter and Loran's Escape can help smooth my draws out, while not slowing me down, despite Restless Bivouac and Parlor entering tapped.
Hit my free pizza pretty early!
went a little rogue and built a Wolverine Horseman of War deck instead of capitalizing on the new Daredevil season. Storm Horseman of Famine was both surprisingly good and frustrating, as the +2 could be immense, but the setback was no joke. That card really needs to be in a Hi Evo style deck.
Living the dream was having Mother Askani split Wolverine of course, and adding something like 35 points to the board. And while this deck did the lion's share of work getting me to 90, I also had a nice little backup deck.
This deck has one severe weakness: it needs priority. If you get and keep priority by turn 3, you can do very silly things. Frequently, Wilson Fisk comes down on turn 3 and that can lock in Askani'son or Iron Patriot, and from there cards like Viv, Rocket and Groot and Alioth come in incredibly useful.
So far as I can tell, these are legit Magic cards.
Yet it is very clear that the cards on the right are darker than the ones on the right.
Look, WotC: this kind of shit seemed like it never happened for years and years. Now it seems to pop up every set. Maybe this has always been a problem and it's just social media raising awareness but I'm not ever inclined to give a large corporation the benefit of the doubt when it comes to cutting corners.
I think I like where this is at.
I had to learn some hard lessons with this deck, and I'm keeping it in rotation for a little longer, because it's excellent practice.2 Skycoach Conductor // All Aboard
4 Tamiyo, Inquisitive Student
3 Sigrid, God-Favored
4 Brineborn Cutthroat
2 Merfolk Trickster
3 Errant and Giada
2 Snapcaster Mage
4 Fire Nation Occupation
3 Opt
4 Counterspell
2 Path to Exile
4 Brainstorm
4 Tundra
7 Island
4 Plains
1 Swamp
2 Contaminated Aquifer
1 Sunlit Marsh
4 Meticulous Archive
SB: 2 Kutzil's Flanker
Let's talk about Force of Virtue.
This was a card I subbed in for a bit, thinking it would be a great fit for the deck. My creatures are small, the Flash quality of Force of Virtue meant I could play it off the top of my library if Giada was out, or play it for free boosting all my other creatures.
But what this card actually represents is "win more".
I get caught on this all the time. Why win when you can SUPERWIN? The Glory of Cool Things biting me in the ass.
But...no. I don't need to do that. Just win. That's enough. I have Snapcaster Mage, a card that is practically waving a giant sign telling me to add it to the deck and I was just blowing past it because I was looking at white cards.
Hey, they announced a 2-Headed Giant event for the Avengers Academy set coming out! That's pretty cool I think it's rad that 2HG is getting some time in the spotlight, I think it's a great way to play Magic. Let's see who the theme deck characters are....
Lessee...Best Known Comic Guy, Best Known Movie Guy, Best Known TV Guy, They Can't All Be Men, and They Can't All Be White.
What an interesting lineup of choices!*
*My point is not that there shouldn't be women or non-white characters heading the decks. There should-the game should appeal to a broad group. My point is that you have the most cliched picks possible with art that couldn't be more boring if it came with bong hits. It's just too bad that there aren't any real choices when it comes to Avengers you can pick!
OK, back at it.
I was lucky to make some tweaks right away! I had Meticulous Archive and added that to the deck promptly. Then put it to the test against Rebecca playing a RW mice deck (going to write about that soon!)
First lesson: I need Brainstorm. Tamiyo is a powerful effect, but the investment to get her to flip is really only helpful if she can do it cheaply. This deck isn't built like that and it needs to be.
Second: Merfolk Trickster can be used after attackers are declared to make creatures with flying or first strike lose that ability. I learned it the hard way but it is useful!
Third: Fire Nation Occupation is very strong and one of the deck's win conditions. Brineborn Cutthroat is solid, but I haven't seen it pop off like I would hope-yet. What I'm concerned about is having enough threats to win the game.
Fourth: I do not have Aven Interrupter available right now. What is up with that?? But I do have Errant and Giada and this might be perfect!
Hey, WotC employees got a union now!
Sure, it's for the Arena devs but still. Good for them.
The mechanics. The set. Let's go.
I think this set is a very cool one. Why bury the lede? Prepare is a great twist on the Adventure mechanic that fits in really well with a Strixhaven set. Repartee is probably the coolest BW mechanic since Extort, and possibly just as powerful. Increment does something really fun with the UG school, cementing it as the 'big mana' style of play colors. And the others, Flashback, Infusion and Opus all feel like they fit their respective takes on the color pairs (RW, BG, and UR respectively).
The introduction of the Avatars as the next Eldrazi style big bads is great, as it presents a nice mechanical counterpoint to the Eldrazi, caring a lot about color.
This set has me excited to play with it!
Part of this is the mechanical overlap I'm seeing that reminds me of another set I really liked: Dragonstorm.
For example: Opus wants you to play spells, but if the spells cost 5 or more, you get an extra bonus. However, if you're slipping in a few Increment cards that also get bigger if you spend more mana, well isn't that just frosting? Or, if you have a deck using Flashback, isn't that pretty cool for some cards with a Repartee ability?
I feel like WotC has been doing a very good job of presenting 3 color sets without making them 3 color sets, and it's definitely making for a more dynamic game.
Let's talk colors.
White
Interestingly, the White Emeritus is probably the weakest of the bunch. It probably doesn't matter much because there's some really good removal in this color and Stirring Hopesinger looks like an incredibly powerful effect.
However, I should note that the Emeritus of Truce can also represent a swing in the boardstate if you're behind. That's not nothin'.
In the meantime, there's cool things for Blink style decks, and possibly the strongest Lesson with Restoration Seminar?
Blue
The hype machine that is the Emeritus of Ideation has got to be a thing, right? Five mana for that suite of abilities and the ability to Ancestral Recall?
I know it's a terrible idea but I want to be the guy who makes the deck with Echocasting Symposium and Phage. Still, someone should live that dream!
I have a feeling that Encouraging Aviator will be a rockstar in limited. If I am reading it right, you should be able to attack with it, have it become prepared and in response to your declaration of attackers, cast Jump to give another creature you control flying. That's pretty strong.
I think Skycoach Conductor might have a place in my new Flash deck, and I really want to see how the Increment creatures go in my 1000 Shards deck. Future me actions.
I think I like how Orysa Tide Choreographer can help dig players out of stalemates but I'm not sure it's good enough. Neat concept though.
Black
I feel like this color is the most consistently powerful in the set. It isn't incredibly flashy, but it feels very reliable.
Even Ral Zarek, the planeswalker doesn't seem over the top. That's a good thing! (Also quite a character shift!)
It also seems like it has the most creatures that can re-prepare themselves, and that's interesting. And every Black creature with Lifelink just got a boost in their stock.
Red
They are really trying to reward the '3 spells in a turn' deck happen, aren't they? Emeritus of Conflict seems like a fairly good reward. Add in Blue flying creatures and card draw for a little bonus and you can go a long way on very little mana.
I'm very glad to see a card like Maelstrom Artisan. Land destruction isn't a popular strategy but non-basic land destruction should've been a dial WotC turned often. Keeping greedy manabases in check is a good thing.
But aside from that card, like Black I feel like this color is reasonably consistent. I don't think they're doing anything new in Red, however developing its reach in the Instant and Sorcery area of the game is good. I also believe there's a nice balance between the creatures you want to run for payoffs, like Thunderdrum Soloist, and the spells you cast.
GreenI'm not saying that Green is bad; just that it seems like a great support color and not a main reason to go in a particular direction.
MultiThe colorless creatures are, to me, all about teasing a future set. Yes, they're supposed to also be payoffs for a 4 or 5 color deck in sealed/draft, excepting The Dawning Archaic, which has some weird combo potential I'm only vaguely aware of right now. But what I really see them doing is taking another big bad slot as the Eldrazi did, as I mentioned before.
So it's too bad that they aren't very exciting. I don't think they are awful, and they are clearly designed for Commander but...they also aren't very threatening and require a lot of setup for their rewards.
LandsPetrified Waypoint is obviously a niche card meant to help solve a problem I don't know we have, and Great Hall of the Biblioplex is unexciting as well.
Still! I'm looking forward to getting my hands on this set. I think there's cool things to do, the limited gameplay looks interesting and there's already some cards I want to utilize in decks I already have. Really happy with this one!
I did not realize how many more Magic cards we were getting but the Professor lays it all out.
It is...well it is just unhealthy for the game for us to get this many cards. I feel like we've been getting really lucky with sets lately, insofar as the cards seem interesting.
But I've also noticed physical mistakes-miscuts and the like.
And, as the Professor notes; the redundancy is going up, with cards doing nearly the same thing, set after set.
That is inevitably going to make gameplay stale. It's going to burn players out.
Sigh. I do not like late stage capitalism.
So....I don't care about Merfolk.
What about this?
4 Tamiyo, Inquisitive Student
2 Kutzil's Flanker
3 Sigrid, God-Favored
4 Brineborn Cutthroat
2 Aven Interrupter
2 Merfolk Trickster
4 Fire Nation Occupation
4 Opt
4 Counterspell
4 Path to Exile
4 Consider4 Tundra
9 Island
6 Plains
1 Swamp
2 Contaminated Aquifer
1 Sunlit Marsh
Flash decks can be a thing and I have seen some neat ones. They're usually UB but I'm wondering if WU with a little Black can work.
Fire Nation Occupation is one of the obvious rewards but my real goal was to implement a deck that did nearly everything on my opponent's turn. It's a little underpowered: Brainstorm, Meticulous Archive, and Flooded Strand would probably all help.
Still, a Tamiyo is apparently incredibly powerful, Brineborn Cutthroat is a scaling threat, I highly doubt anyone is goign to see Merfolk Trickster coming so let's see what can be done!
The deck's name is taken from a great track by Nylitia.
It's a legitimate question.
Marvel Snap introduced "Arena Grande", a limited time game mode inspired by Deadpool's comic antics. With "wacky" pre-made decks to play, it became clear rapidly that the destroy deck (the one highlighting Deadpool) was the best deck to play.
Ha-ha. You think you have options but it's really just Deadpool doin' Deadpool stuff.
Very droll, yes?
But it isn't fun.
So I said so on Reddit. And was soundly rebuked for my take because I was "complaining about a gag game mode".
Yes. A gag game mode they expect people to play for two days, with a reward track, in an environment that is deliberately skewed and unfun.
So: I don't care if it's supposed to just be a joke. The joke goes too long.
I don't care if it's free. Free means that it doesn't eat my time.
I don't care if it's easy. Easy doesn't equal good.
I don't care that other people don't like my take.
I care that they fucked up the one thing this game is supposed to do before all other things: Be fun.
Jokes only last until the punchline. No punchline lasts 48 hours.
Sure, I'm 5 years behind but the game was free...
Is Pyschonauts 2 good? Yes.
Is it worth your time? No.
Because there are two things that make Psychonauts feel very out of date: first is the story, which is far more haphazard than it should be. Raz, the main character, is mocked and beat up by his classmates who, mysteriously, all show up to bail him out in the final scene.
There's no setup for that; Raz's interactions are almost entirely with the adults who have created a mess. That story is pretty solid! There's an interesting progression of showing how well meaning adults have their plans go bad and how that inevitably impacts the future-and how trying to bury that history always leads to someone trying to exploit it.
However, the game is just too damn long. EVERY single level is going to require three things; three librarians, three seeds, three whatevers. The repetition gets pretty dull, and there's no reason for things to go this long. The player isn't rewarded with extra story content, and Raz doesn't get notably stronger. Once he has all his abilities I didn't feel like I was able to use them in new ways to do odd things, nor become a powerhouse that made the game easy.
It was fine. Really! I enjoyed much of my time with Psychonauts 2.
But it wore out its welcome and I don't ever want to pick it up again.
It started, as these things often do: hey that's neat!
And it turned into a project.
Because as it turns out, people have made actual versions of this format in paper. Some of them going all out, with a cabinet that has every card, but others with a more manageable idea.
Which is what I did! The results of which turned into a 17 page document. My guideposts for my Momir Vig Basic format? For mana values 1-6, I kept the format Pioneer legal, after that in order to fill things out I needed to make things Legacy legal. But who doesn't want to see a Bringer at 9 mana??? Energy, pirates, and minotaurs, cards with activated abilities, with the occasional 'does nothing' card. I mostly avoided cards that added mana or drew cards and I included a little recursion-the online format creates tokens but here I wanted the occasional Gravedigger to be useful.
And that got all messed up when I saw this video and was informed that unless players were willing to skip activations of Momir, anything above the 7 mana value slot would be out of reach!
Still, I'm going to get this sleeved up soon and see what happens. I'm psyched for this one!
Last year I started working on the merfolk deck I had, only to realize that there would probably be some cool new merfolk released in Lorwyn Eclipsed. That suggested I should table Piranacon until that set came out and then see what I could do with iit.
Now that Lorwyn Eclipsed is out....the merfolk are a whole lot of meh.
I've tried some different configurations of the deck and the big problem is none of them feel good. I'm just goldfishing and the deck doesn't do anything.
And it has me wondering if there's something I can do to change that.
2 Lord of Atlantis
3 Tidal Courier
2 Galina's Knight
3 Merrow Reejerey
1 True-Name Nemesis
2 Svyelun of Sea and Sky
3 Sygg, Wanderwine Wisdom
3 Deepchannel Duelist
1 Deepway Navigator
4 Plumes of Peace
4 Counterspell
2 Emergency Eject
2 Opt
3 Shelter
3 Plains
3 Wanderwine Hub
4 Tundra
13 Island
2 Sygg's Command
I'm considering just retiring the idea. In part because as a person who's been playing this game for thirty years, I feel like I should have a merfolk deck instead of enjoying the play patterns.
Which is a pretty silly way to go about it, isn't it?
Maybe this would be an excellent deck to translate into Commander: I could make it WUG and have access to a lot more shenanigans without having to feel 'serious'.
The cards I'm thinking of for that commander would be Brenard, Amareth or Morska.
After reading some VERY hype posts about Dispatch, I gave it a go.
It's pretty good. Game of the year? Not quite sure about that.
The story is solid, the voice acting and animation is good and I thought there was a game there too. It wasn't just a story with prompts.
The gameplay breaks down into the following columns; dialog/action choices, sending heroes on missions, and hacking.
Of these, one and a third of them are given the short shift-and it has impacts on the rest of the game.
Obviously, you have plenty of time with dialog choices; the player has those in every chapter. However, when the action prompts appear, they only do so in the beginning and the end of the game, so I didn't have much experience with it and ended up missing prompts I felt I would have gotten otherwise.
The hacking game is both on a timer and has a fail state, so there are two ways to blow it. But I never felt like I was given enough information to succeed at the task at hand. There were multiple times where I just hit the fail state and felt like there was nothing I could have done about that.
In addition, I wasn't made aware of the consequences of that failure from a gameplay point of view.
Finally, when sending heroes on missions I felt like I didn't have all the information I needed to send the right hero for the job. There would be keywords associated with the missions, but the corroborating info via the heroes wasn't so easily seen.
Nevertheless, I enjoyed the experience! I'm not sure I'd play it again, but I'm glad I gave it a shot.
I just finished the latest Resident Evil game and I have to say: they do a lot right.
There's a good balance of scary parts to action parts-Clare and Leon's sections respectively. Clare's gameplay is full of tension and trying to make smart choices about your limited resources. Leon's is about maxing out the damage output in fun ways.
I especially enjoyed how the stories would overlap and there were a few-albeit small-opportunities for one character to help another.
The gameplay is solid too, each character behaving in a manner that befits their skills.
However.
There are two very disagreeable things about Requiem.
The first is the voice acting for Clare. I want to be clear: I'm not blaming the actress. She sounds very scared. But the choice to have her stammer 95% of her dialog is bad. It works for the opening section where the player is learning the game mechanics, conveying how frightened she is. Then it becomes increasingly grating as the game goes on.
My first playthrough was a little over 14 hours. I hated hearing that actress speak by the time it was done.
Now I need to talk about the ending and that is going to involve ALL THE SPOILERS. You have been warned.
OK here we go.
At the very last moment, the player is given a choice, one that has a meaningful impact on the ending. That's right; there are two endings: A gloomy one that is disastrously anti-climatic, or a triumphant one using Leon's gameplay for an action-oriented finale.
The action oriented one feels OK but even then the fight isn't terribly interesting. It is at least against the correct character; the one who has been plaguing the player for most of the game. Emotionally; that is fulfilling. But it doesn't play very well as an action piece.
Which ending should you chose? The game doesn't give you any context, there's no buildup for this, no layering of information to help the player make a choice. There aren't any signals that the player WILL have to make a choice. So it feels like a trick that's pulled on the player, as opposed to a meaningful decision.
Then, as soon as the credits roll the player is asked if they'd like to start at the last save and just play the other ending. Now I agree with this, since it's what I was going to do anyway and this saves me the trouble of having to go to the loading screen.
But doing this cuts anything out at the knees because neither of the endings matter! I felt cheated and irate.
However, the ending aside, I found the game to be a lot of fun and will likely give it another go! (If I have time).
Well....this went a lot better than I had planned. I'm not upset about it!
I don't know who approved Risky Shortcut but...how is this just not better than any other Black spell doing the same thing? I draw two cards and YOU lose two life? (Yes I lose two life too but I was going to lose it anyway).
Decode Transmissions comes close but I'd have to jump through hoops.
Still, I think I like this:
4 Jet Medallion
1 Nightmare2 Korlash, Heir to Blackblade
1 Ihsan's Shade
1 Reiver Demon
1 Visara the Dreadful
2 Magus of the Coffers
1 Maga, Traitor to Mortals
3 Twisted Abomination
1 Phyrexian Obliterator
1 Griselbrand
2 Black Cat4 Heartless Act
21 Swamp
2 Cabal Coffers3 Forced March
3 Drain Life
3 Hymn to Tourach
4 Risky Shortcut
Reiver Demon is probably the weakest creature in the bunch, actually. When it works it's pretty great, but the successful targets for it just aren't what they used to be. Still, this has been a fun deck to play. Is it great? No-I'd probably give it a B-. It can do a lot but there are times when the deck gives me a handful of nothing to do. Still quite enjoyable overall though.
Let's get back on track.
With ten cards to add, I took a look at the deck and made some decisions.
First; I needed a way to disrupt my opponent. Second, I needed a way to draw cards.
Which lead me to the following additions: 3 Hymn to Tourach 2 Black Cat, 1 Griselbrand and 4 Risky Shortcut.
Of those, only Griselbrand is more than 3 mana and as a beatstick you'd be hard pressed to do better.
The rest all keep my costs low so that I have something to do in the early game, either to set me up, or stalling until I make it to the point where I can cast my haymakers.
I used last month's tech to beat this month's tech.
Ghost is the flex slot, but this is what I ran when the new Proscenium location was hot. I am not above taking advantage of a good thing.
The other thing I'm not above is finding ways to double up on Shang-Chi. With so many players utilizing the new Star Lord and Fang Foom, being able to take out 2 or 3 characters can really change the game. Absorbing Man can also repeat Shou-Lao's ability, which is not to be overlooked!
However, right now the meta is adapting with a TON of Stardust, so be careful about adding Scarlet Spider.
While I'm not going to dive into the TMNT set-and no shade to anyone who is-I think there's a few things to talk about.
First; there's the Professor's video on the set design. I highly recommend it, as he's very good at breaking down what the problems are, drawing from experience and the game's history.
Second, I said back in September that the small sets were being floated as a way for WotC to introduce a new set every month. I feel like the Prof's video supports this idea-because he thinks this is just the way things are going to be, going forward. At least 4 of the 7 sets are UB this year and TMNT and I guess The Hobbit are small ones?
That's not great for the game.
Third, all of this product is having an impact on the card quality. I don't know if you've ripped any Lorwyn Eclipsed boosters, but I have and it is clear to me that multiple cards have been miscut. It isn't much and you might not notice at all if you just automatically sleeve every card you get before paying it. But it's something I've noticed and it's diminished my optimism about things going forward.
Just a neat post about how the iconic boarders were created for Magic cards.
But we're just gonna shorten this to Lurker 2.
4 Jet Medallion
1 Nightmare
1 Myojin of Night's Reach
1 Bringer of the Black Dawn
2 Korlash, Heir to Blackblade
1 Ob Nixilis, the Fallen
1 Ihsan's Shade
1 Reiver Demon
1 Visara the Dreadful
2 Magus of the Coffers
1 Maga, Traitor to Mortals
3 Twisted Abomination
1 Stronghold Overseer
4 Scion of Darkness
1 Phyrexian Obliterator
4 Dark Ritual
21 Swamp
2 Cabal Coffers
3 Forced March
3 Drain Life
2 Corrupt
The premise behind this one was to make a big mana/Black legends deck. Obviously, there's a whole lot that can be updated from here, but I'd like to try and keep the premise going-including keeping the Jet Medallions if I can.
My first thought: cut Stronghold Overseer (shadow OR flying, I do not need both), Bring of the Black Dawn, Myojin of Night's Reach (I can do better for 8 mana now), Ob Nixilis (there really isn't enough land to make this worth my time), Corrupt (same problem), and Scion of Darkness.
That's ten cards that I can replace to make a better deck. Let's go.
I've played through the first fifth of Othercide and feel like I can talk about it.
Othercide is an interesting, turn-based tactics game that wants to do a lot with a little. I can respect that: making something very lean asks players to really focus on the things that matter.
And focus is what it asks for: this is not a game where the player gets to have three teams that can rotate through missions. Characters don't heal: they are regenerated if you sacrifice a character of greater or equal power.
So you use your high level characters until they are nearly dead and then sacrifice them to boost an up and coming character.
If that sounds bleak, it's because it is: in Othercide's Victorian-era influenced apocalyptic setting, it goes out of its way to remind you that there are horrors all around you. Children are possessed and need to be sacrificed to stop a plague-or worse.
Unfortunately for me, the game cut too far down. With only three classes, there isn't a lot of diversity between your characters, nor many choices that feel meaningful to make within those classes.
In addition, the visual style starts to work against Othercide as well. Black, white and red is a striking color scheme, but those are the ONLY colors in the game and red is used as a highlight. After awhile, it just gets dreary to look at.
I'm glad I checked it out but I'm not sure it has the lure to keep me playing.
I finished Clair Obscur recently-not long after it was announced as a game of the year. Pretty nice timing, for once!
Is it the game of the year? Not sure about that. It's quite good though.
First, and most importantly, there is a great gameplay loop. Giving players something to stay engaged during turn-based combat seems like such a gimme idea I cannot believe I haven't seen it before. You can't just ignore what the enemy does, you have a chance to impact what happens! The rewards for dodging or parrying are immense and feel very good.
Next; the game is realistic in it's gameplay scope. That is: I don't have to invest 100+ hours if I don't want to. I actually completed the game in a reasonable amount of time! Are there more quests to do? Yes, but I don't feel as though I missed something important by opting out of them. I could just play them-get this- for fun.
There are some drawbacks though. For example: You can get lost. The dungeons aren't huge, but they do have an unfortunate lack of markers to help players find their way. It's not just knowing where the main path is-although the game doesn't tell you, it's the one lit by lamps-it's knowing which of the side paths you have taken without having going down it again, or knowing that you are headed back to the entrance instead of the exit.
The next criticism I have is that the story mostly holds, but there are two points that don't make sense. Unfortunately they are spoiler related so I will try to keep it as vague as I can but: there are two points where specific characters are unaffected by the machinations of the boss and the game doesn't tell you why they are immune.
Which is a pretty big deal. Especially since if they had explained it, then you'd have a pretty tight story all in all, in my opinion.
Finally, Clair Obscur doesn't do a great job informing you how it's systems work. I was about 2/3 of the way through the game when I realized I had to assign Luminos points, they didn't just get automatically allocated. Now, I may have been told this early on-before I even had Luminos points to assign-but the game didn't make a point of it when I DID have points to assign and so I didn't go through the act of assigning points.
Well, in games you learn by doing. That's a pretty big oversight and one that allowed me to actually play the game better, once I implemented it.
That said, this game felt like a breath of fresh air, after playing Final Fantasy 7 Rebirth. It is very enjoyable and worth your time.
Stingerback Terror is a challenge. They can do a lot of damage, but they rely on me casting stuff. Still, I don't think I remove them: they don't need a ton of time to do their work.
The indestructible creatures though have been champs. Thrun in particular as a late game uncounterable threat is VERY good but even Bark-Knuckle Boxer has been creating a little problem.
I'm pretty happy with where this one ended up.
4 Talisman of Impulse
4 Rukh Egg
4 Brindle Shoat
3 Fanatic of Rhonas
2 Incubation Druid
3 Stingerback Terror
2 Bark-Knuckle Boxer
2 Thrun, Breaker of Silence
4 Stomping Ground
2 Mountain Valley
6 Mountain
6 Forest
1 Gruul Turf
4 Cragcrown Pathway
3 Jaya, Fiery Negotiator
3 Obliterate
3 Jokulhaups
2 Harmonize
2 Explore
It struck me; what if more of my creatures were indestructible?
I love Elephant Guide, but it is an aura and those are weak cards, especially in the era the Guide comes from. So maybe those get replaced.
2 Bark-Knuckle Boxer
2 Thrun, Breaker of Silence
The initial runs were positive, though those were mostly goldfishes. Still, good sign is good. It made me wonder about killing my darlings.
I really love Predator Ooze, but it has always been awkward in this deck. Triple Green is a difficult ask for a two color deck without a lot of mana fixing.
And I lose games where I do not draw or successfully cast an Obliterate. So let's go further. Elephant Guide is a good card, and on brand for what this deck wants to do, but it's dead in hand if I don't have a creature.
What about this:
4 Talisman of Impulse
4 Rukh Egg
4 Brindle Shoat
3 Fanatic of Rhonas
2 Incubation Druid
3 Stingerback Terror
2 Bark-Knuckle Boxer
2 Thrun, Breaker of Silence
4 Stomping Ground
2 Mountain Valley
6 Mountain
6 Forest
1 Gruul Turf
4 Cragcrown Pathway
3 Jaya, Fiery Negotiator
3 Obliterate
3 Jokulhaups
2 Harmonize
2 Explore