Showing posts with label glory of cool things. Show all posts
Showing posts with label glory of cool things. Show all posts

Tuesday, September 12, 2023

The Retired: Razorclaw

 And...as much as I hate letting this one go, I am doing it. Partly because when I picked it up, I was wondering; how the heck does this even work??

2 Druidic Satchel
3 Gruul Signet

3 Mitotic Slime
4 Golden Hind
3 Hound of Griselbrand
3 Valley Rannet
3 Skyship Stalker
3 Flametongue Kavu
2 Countryside Crusher
2 Multani, Yavimaya's Avatar
2 Demanding Dragon

3 Cream of the Crop
3 Primitive Etchings

8 Forest
7 Mountain
4 Gruul Guildgate
4 Sheltered Thicket

1 Domri Rade

I hate to say it but t his deck is 100% the Glory of Cool Things, right? The Cream of the Crop/Primitive Etchings combo is neat but it doesn't actually win the game. It just draws cards, which might be fine if it came online early. Instead this deck ends up doing almost nothing for the first three or four turns. 

That just isn't going to work out well. There's probably some consistency that could be bolstered, too: a Primitive Etchings on turn three is better than four, but it's so clear that I'm dealing with some scraps to get this going, right? 

No one was ever going to be thrilled with Golden Hind as a mana accelerant, and the payoff cards just aren't strong enough. 

But it's OK. There will be another way to use these things!

Thursday, December 3, 2020

Thursday, November 7, 2019

Feels Bad, Man

I've been alive long enough to have learned that not everything is for me. That's OK: There should be something for just about everyone (except Nazis...well, I guess prison for them) but since I am not the center of the universe, it should not cater to me.

And this is a case where something is not for me: Transformers: Energon Edition.

There are multiple issues for me here: first, at $200, that is a lot of money. For someone like myself, who has been playing the game since it debuted, here are the items from this set that matter to me:

Characters:
Cliffjumper, Renegade Warrior
Slipstream, Strategic Seeker

That's it. That's the list. Bumblebee, the other super rare character I don't have, I could purchase if I needed it: It's retailing for around $30 on the secondary market. Nemesis Prime is going for about $44. With both those cards, however, I have a chance to just open them in a booster pack-that's how I got Nemesis Prime.

But Cliffjumper and Slipstream, combined, are going for around $200. This is because they were exclusive cards to the San Diego Comic Con last year and never made available for purchase anywhere else. They are good cards, and the artificial scarcity of them has driven prices up, conveniently making it possible for WotC to market this product as if it was priced at a reasonable level. It is not; but people compare the prices (and trust me, marketing researchers know that this is what we do) and we think: but we're getting such a deal!

This is the part where I remind people that WotC "does not" (and maybe for legal reasons cannot admit to?) recognize the secondary market and its prices. I repeat: the marketing department knows that we are looking at the secondary market and justifying this $200 price tag based off of two cards.

Now for anyone who missed out on Wave 1 and cannot get it or hasn't invested: this is pretty dang cool. You get a box of Wave 1 boosters, plus a guaranteed six useful, awesome character cards (seriously, there isn't a bad one there) with new art and on plastic instead of paper. That's slick.

If you are in that rare group of people who cannot get Wave 1: awesome, I think this is still overpriced but you could justify it without too much difficulty. A box of boosters is going for around $90.00, so that's a chunk of your costs already.

There are also 18 reprinted battle cards with new art and of those, Start Your Engines is the most useful-but there is a sharp decline from there. I'm not even going to dignify the dice with the notion of being cool: there is nothing interesting or thematic about them.They're colored dice-you can literally find them at any game store in this country. But it's all very weird, because instead of bringing us copies of the San Diego Comic Con battle cards (All Out Attack and Tandem Targeting System) they go with the "thematic" battle cards, yet give us dice we could find in the seat cushion of a gaming store.

Then there's the display box. Because that's what people who play a game want: to put things on display instead of playing with them.

Which is where the rubber meets the road: the display box tells you everything you really need to know. If you've been supporting this game already, then Energon Edition is the glory of cool things. It's to separate you from your money for a "cool" product, but not one that makes the game more accessible or improves our experience as players.

This isn't something to thank people who've been playing and promoting the game, it's priced such that it is not an on-ramp product for people who missed out. It's just expensive, and it feels very much like a treat being waved in front of me that I cannot have. It is for what the industry calls "the whales": people who will spend a lot of money on a game, especially for "premium" product.

I don't object to this per se, what I object to is being manipulated-as whales often are-to spend money. You can see it in the reactions to this product too: everyone is talking about how cool it is, but not how useful or helpful. People talking about how they want to put it on display-to show it off! It's a trophy, not a game. That's what is being sold.

If this product cost $150, then it starts to sound reasonable. If they were just going to sell me the characters, battle cards and dice for $50, I'd be on this in a heartbeat! Hell, why haven't they tiered this product? Why not give people who have been playing since 2018 the opportunity to get characters they were denied for a reasonable price? Why aren't the SDCC battle cards in there to give us more accessible things?

Because it isn't for us. It's for people who want to look cool, not people who want to play a game. That leaves a bad taste in my mouth.

Finally: if you are new to the game, $200 will get you not only a box of Wave 1, but a Rise of the Combiners box (Wave 2) and leave you with enough money left over to get the Metroplex box set.

It's up to you if you want this, but it's a hard pass for me.

Tuesday, April 2, 2019

Devastation

The designers of the Transformers TCG had a post on the design of the new Devastator pack that came out last Friday. There's some interesting detail that goes into how they approached making this pack and the challenges that it represented. It's a short post, so I don't feel the need to repeat anything said about that.

What I found really interesting though, was this tidbit:
We generally shoot for a game to conclude in 5-8 turns. Fast decks can make that more like 4, slower decks can push to 9 or 10.
Five to eight turns? That is not a lot of time! Having played just enough of the game, I think it's wise to conclude that this means in 5-8 turns per player. Still; that doesn't seem like much, does it? One of the things that the Transformers TCG does well is keep players involved even when it isn't their turn, so that engagement sticks around, so it feels like a longer game than maybe it is.

My takeaway from the Devastator article is that the Combiners themselves, at least for now, mine the 'glory of cool things' vein, more than they do winning strategies. I think that's why I've shied away from them so far.

Is it worth it to build the dedicated Predaking deck? It certainly doesn't look like it, so far. I think I should maybe spend some time trying to figure that out, mostly for the fun of it, but I haven't seen a large combiner team that will really be a force to reckon with. And I say that after having been beat down by an Aerialbots deck a couple weeks ago: I think that once I learn the matchup, it becomes one that is far more difficult for the combiner team than for me.

To that end, on Sunday I had a chance to play the Devastator deck, straight from the box, three times. It felt...clunky. Part of that was about my inexperience playing the deck but part of it had to do with the build.

The deck is action heavy (20 cards! That's half the deck.) and does not have a Brainstorm, which meant that my hand was clogged with cards I couldn't to anything with.

It also wants to reward slower play: Building your tower is a critical element of successful play and you want to hit 3 counters on it ASAP, so you can use Reclaim to get important upgrades and Heavy Landing to do extra damage.
Builder's Tools is vital to the deck, in much the same way that Height Advantage helps the Metroplex deck. It's also important to transform Scrapper first so KO'd characters add to your tower and this puts an automatic limit on your first turn; there is zero point in transforming any other character. That isn't a killer but it does restrict my options.

That might have been a deliberate choice in order to make the deck more accessible to new and younger players: Devastator does have bunch of stuff going on. It was certainly a deliberate choice-Wizards of the Coast has been doing this for far too long to make thoughtless choices. And since it's a small drawback, along with the one where five of the six Constructicons have the same alt mode ability, they probably decided that the cool factor outweighed anything else. More play will tell me if that cool factor works.


Finally, while a Pretty Big Deal was made out of the card Work Overtime, it seemed underwhelming. While a card like that is vital to the Constructicons' game plan, so they can build their tower and second, usually I was casting it as a Pep Talk. And while that isn't terrible, it isn't bonkers either.

You know what might change that? Brainstorm.

Thursday, September 21, 2017

Grimlock, Dinobot Leader

I don't have many places to show off this kind of cool stuff but here:


A friend went to Hascon and picked these up for me. Just lucky to have friends who think of me, I am. Here's a link to some better shots, so you can read what they say.

But what this really means is that I need to make a Grimlock, Dinobot Leader Commander deck, as soon as Ixalan block is complete.

Because there is no way I'm going to miss out on that.

Also, I'm headed out of town this weekend, so I'm hoping regular posts will go up a week from today, Sept 28th. Cheers!

Thursday, June 22, 2017

The Suggestion

I've been experimenting. That's a good thing but I haven't really seen how it pays out yet.

First, I tried Collective Effort. It looks cool, right? Those tokens created off the Mentor or Pyromancer aren't immediately useful (hence Ogre Battlemaster) so why not take out their best creature and boost my team? But it just didn't play out very effectively. I would consider giving it more time but given what Triggerhappy wants to do (go wide with lots of creatures) I'm not sure that a simple +1 counter is really amazing.

Kari Zev's Expertise was next up and I liked this card more. The "Traitor" effect is frequently useful and I have enough cheap spells that the second ability comes in handy. This lead to trying out Boros Charm over Make a Stand, because free stuff is free.

Sram's Expertise, on the other hand, felt like too little, too late. That test didn't last very long.

Fuz took a look at the deck and, after some thought said to me:

"I don't see why Bedlam Reveler is in there."

"Because it helps reload my hand," I told him.

"But it doesn't come out until turn 4 at best and if you get an Ogre Battlemaster that isn't dealt with immediately, you win," he replied.

Removing the Reveler is not what I want to do. It feels like a bad idea: Reveler doesn't just refill my hand and provide a decent body to attack with, it also has some fantastic interactions with Blazing Shoal. Trust me, you only have to hit an unwary opponent for 10+ once to see how useful that is.

These arguments were not convincing to Fuz. As we spoke, I had to admit that I might've been falling into the Glory of Cool Things trap. He thinks Reveler is "win more". I think it does something critical-refills my hand while providing a board presence.

There's only one way to find out.

Friday, February 10, 2017

Beat The Difference

Time is a bear; it's been hurry hurry all week so when rushing out the door to play games with Matt, Caitlin and Noah I went with the following swap:

-1 Blightsteel Colossus
-3 Maelstrom Archangel

1 Lay of the Land
1 Channel the Suns
2 Razia's Purification

I became a big fan of Razia's Purification in multiplayer, I'll tell you that much. In a four player game, I was able to cast an Eldrazi, follow it up with an attack, then the Purification and...nobody had anything else left to play.

In duel though, I'm pretty sure the Purification won't really save me when I need it too. I am interested in the card because it's a way to break the game-annihilator mechanic + Razia's Purification means that I will win, no matter what. I'm fairly certain, however, that this just means I will win more. That means The Glory of Cool Things rule is in effect and that should almost always be avoided.

I like the notion I have with Lay of the Land and Channel the Suns, but I don't think it's quite right. Channel might be correct: turn three Fist of Suns, turn four Channel said Suns does help jumpstart Overkill. That might be the best notion, as there is a huge difference between getting Kozilek out on turn four versus five.

I'm still searching for a catchall though and I'm even tempted by Wave of Vitriol. In Garruk's Wake, Decree of Pain or Plague Wind are probably my best choices though.

Saturday, March 28, 2015

Parts

I don't have any Fabricate.

This isn't the end of the world, it's a chance to add in more Spellbombs...of which I only have one Sunbeam.

So, now what?

I do want to test Mana Severance. That idea just seems weird enough to work; it may even allow me to combo out without a second Vedalken Archmage and anyone who plays against this deck would likely target the Archmage immediately. Needing only one in play should make the deck stronger. Buuut I don't have any Mana Severance, either. Yeesh. On the upside: they don't cost much to purchase and I may even have the opportunity to test them via Cockatrice first.

I also remembered Jace's Erasure. I really want to use this card and it seems so, so close. When I'm going off, I'm drawing nearly half my deck anyway, right? Why not make the work of Grinding Station or Brain Freeze easier?

After sleeping on the idea, though it just feels like a 'win more' event. Once I'm officially in the combo, Grinding Station and especially Brain Freeze are exceptionally difficult to stop. I need to enable that combo, not make the combo do less work. Again, I am trying to avoid "the glory of cool things".

I think this means Trinket Mage. A solid turn three play that can act like a speed bump against aggressive decks while finding me utility pieces or Lion's Eye Diamond. My concern is that since Trinket Mage isn't an artifact, I may be gumming up the deck a little more but I'm not sure that I have a better alternative.



Tuesday, December 30, 2014

Hysteria is a dumb album

I've been listening to music I've had for a long time, because I may have to move in 2015 and getting rid of CDs I don't care about anymore is less weight I have to carry. Some of those albums have been pretty solid and it's always nice to know you had at last some taste when you were younger.

But others...well, it's just hard to listen to a song like 'Women' and keep a straight face. Seriously, that whole album is blackout drunk levels of dumb. Still, that's what I did on my drive to meet up and test Defensor out more. Here's what I found out:

I need some creature removal, damnit. What that picture represents is a static board state that I should be able to take advantage of: He has two Assemble the Legion out but cannot block my flyers. I've got a Pariah on one of his creatures and Bubble Matrix in play so I don't have to do any blocking at all and Goblin Tinkerer can eat all the Obelisk of Urd my opponent can produce. I'm hitting him for five a turn which seems like a pretty good thing!

Except for one little trick: Trostani, Selesnya's Voice is in play. He's gaining far more life than I can manage and I don't have a way to re-establish the lock if I blow everything up.

It took awhile but eventually, he found a Gleeful Sabotage and was able to destroy the Bubble Matrix and the Pariah, before I could play a Desolation Giant (which I had) and a Pariah on the same turn (which I was looking for).

His life total was over 200 and there were over 100 soldiers on the table. I went down in a pretty epic fashion and if you're going to lose, "pretty epic fashion" is not a bad way to go. My opponent suggested that I needed a way to get rid of enchantments but Assemble the Legion wasn't my problem. Trostani was what kept him in the game.

Which means I need to make some changes. I've already replaced the Glittering Lynx with Goldenglow Moth as a vastly superior blocker with the potential to attack if equipped, and I've ordered a Hundred-Handed One to really muck up the blocking. Plus, one of the Bonesplitters has become a Godsend, to help create more problematic blocking issues. It's not enough, though.

So it's probably time to admit that Tolarian Entrancer is The Glory of Cool Things. Something else to deal with creatures beyond Desolation Giant is going to be required and I'm not sure what that is going to be just yet. I doubt I have any Path to Exile lying around, red damage doesn't fit the deck, which leaves blue to solve this problem. The question is, how?

Tuesday, March 12, 2013

Faster and Faster

Before this post starts up, I recommend everyone reading this article by Jim Davis at SCG. It emphasizes what I've been trying to hammer on about, not only in decks for myself but with friends who are playing as well. I cannot think of a better place to start, if you want to improve your game, than to ask: Why? Why make that choice? If I can answer that, even if it's a bad answer, I feel I'm much better off as a player.

Whenever I have a deck I'm writing about, I try to goldfish it a lot in my free time. I'm sure many players do: it's a nice way to get a feel for how a deck flows, what decisions seem to help/hinder the goals, etc. As a result, I have discovered why I just don't like Burning-Tree Shaman: it has no immediate board impact for the cost. The only other card in the deck that this can be said of is Radha, but Radha has the advantage of allowing me to cast spells at a discount whenever she attacks and like the saying goes, 'free is a very good price.'

So here are what I feel are my best alternatives:
2 Bestial Fury
2 Snake Umbra
2 Burning-Tree Emissary
2 Rancor
or Radha, Heir to Keld and Sudden Shock.

Radha and a fourth Sudden Shock is very attractive, because it will increase the consistency of the deck and it's inexpensive to implement. I have the Shock and Radha costs under a buck and my money > less of my money. Rancor is one of the best green cards ever printed, and is partly responsible for the shift away from UW decks in Standard, towards RBG decks. However, all my copies are currently in use, and getting more would cost me around $3 apiece. My money rule invoked.

On the other hand, when you're named after the fastest Autobot, acceleration matters which puts Burning-Tree Emissary at the door because free is a very good price. A turn 2 Emissary + Radha/Hackblade? A turn 4 Bloodbraid Elf into Emissary, into something cool I have in hand? The Glory of Cool Things is rising up here in a big way and it's very, very hard to resist.

Bestial Fury holds a great deal of attraction for me for a few reasons: 1) can be cast for free off Bloodbraid Elf, 2) Draws me a card, and 3) makes a tiny creature risky to block. A great deal of my creatures have a power of only 2 and it is only the use of boost effects that they become truly problematic. However, opponents will block to stop the bleeding if they have to: why not make them pay for it? Finally, it's an old, weird card that nobody cares about and as a result it holds more gravity for me.

Finally, Snake Umbra, which I like for some of the same reasons as Bestial Fury, but it also has the advantage of keeping something like a Boartusk Liege alive in the face of destruction. It also has a nice interaction with Wildsize, helping ensure I hit an opponent and get to draw a card, and Psychotic Fury, allowing me the potential to draw two cards.

Looking at my choices, I really want to try Snake Umbra and Bestial Fury so that's where I'll take the deck but I'll also admit that I may have enough card draw and Burning-Tree Emissary might be the best choice.

Tuesday, March 13, 2012

Zero At The Point Of It All

I got to test against Fuz's Wallfinity deck-a pretty interesting matchup because our two decks don't want to interact with each other much; some of my cards are dead in hand-like Aether Flash or Hull Breach, yet his creatures can't blank mine forever so he needs to get his combo set up as soon as he can.

In game one, not knowing what he was playing, I had my best setup: Forest, Tinder Wall, turn 2: land, Aether Flash.

Then the walls came out and 0/4 creatures don't care about taking two damage when they come into play. I was going to need another Aether Flash to really make a difference here but I wasn't going to get it, so I ramped into a Blastoderm and started attacking.

Fuz started taking damage and when I followed up with a Spellbreaker Behemoth, he started to search for walls as fast as he could. I had him at five life when he used Vent Sentinel to hit me for five, then tapped two Overgrown Battlements to cast Hurricane for 15, killing us both.

"I'm OK with the tie," he said.

He won game two, again on the back of a large Hurricane and I won the next game, casting a I cast an Aether Flash with a Hunted Dragon in hand. Then I dropped a Crater Hellion-and though unable to pay the echo, that wiped Fuz's entire board. The Dragon came out and he desperately tried to search for a Hurricane big enough to kill the Dragon but couldn't get there in time.

Our tiebreaker was a nail biter. I had to mulligan down to five cards and was short on mana. Despite getting an early Blastoderm out, I was unable to get any further pressure going and when a Wall of Tanglecord arrived, that was the end of my offense. The Vent Sentinel arrived and I was at 8 life when I finally got enough mana together to cast a Pyroclasm and a Firespout in the same turn, sweeping the board.

Fuz began to rebuild and I began to hope I could draw into something solid but alas, it wasn't meant to be. It was a hell of a comeback on my part but I ended up dying to Hurricane again.

Still, the fun of playing this deck is undiminished: Big creatures are awesome. I've made the following changes:

-2 Tuktuk
-1 Hull Breach
-1 Kavu Lair

+2 Ulvenwald Bear
+1 Indrik Stomphowler
+1 Garruk Packleader

Finally, there was one more round of Rid of You, this time against Zombies. I lost, miserably. Three games and I was unable to get anything going at all: no defense, no offense and in one game I managed to scry through more than 7 cards, but I couldn't get anything going.

I have to face it: Druidic Satchel is the Glory of Cool Things. It's come out, and Slagstorm has come in to replace it. I need every scrap I can to forestall my opponents in order to get the combo online and the Satchel doesn't do enough here-as much as I love the card!-for me to keep it.

Sometimes I just have to accept it and move on.

Tuesday, October 4, 2011

No, no, no.

Sometimes, I have to see it with my own eyes to understand it. Yes, I was told that the Checklist card was going to take a common slot-replacing the land in boosters, so less land was going to be printed (three instead of the traditional five) but I didn't exactly get what that meant.

Now that I've opened two boxes of Innistrad, I do:

The pile on the far left is nothing but checklist cards. I need these under one and only one circumstance: to replace a double-faced card, specifically one in the Innistrad set. There is nothing else in Magic that requires use of these cards and will probably never (if ever) be used or referenced again.

The barely smaller pile to the right of that is advertisements. I don't ever need these. I have bought your product, WotC; advertising to me at this point is meaningless and wasteful. It's like finding a tiny can of Coke inside a two-liter bottle of Coke. There isn't more cola goodness inside, just a can where cola exists while the aluminum takes up space.

The second-to-last pile is tokens. These have all kinds of uses! Many players find them enjoyable, the art is pretty, they do come in handy from time to time. I don't use them often myself but that doesn't change the fact that if, for example, a card makes a zombie token instead of a creature, (and at last count there were 25 cards that mention this) then those cards can fill that role. Forever, most likely, because token creatures tend to be the same--in the case of zombies, 2/2s. Not 100% of the time but enough that players can make the token cards work across multiple environments.

And do you know what's on the back of the token card? Advertisements. Just like the ones in the pile before. Fine, whatever; Bill in Marketing is insisting that we do branding shit and now instead of adding value to the players in a booster pack, we have to holler at them to make sure that they know the product they bought has product to buy.

Goodie.

But that last pile, the one on the right? The smallest one. That contains basic land. The stuff you need to play a game of Magic. Seriously: You cannot play a game without lands: it would be like removing dice from a game of Yahtzee.

Now, I have to say that "the sample size is clearly a small one" and "My experience isn't equal to everyone's" because if I don't, someone's going to call me out on it, rightly or wrongly. But if I was a new player and I needed lands, I would be really angry that I just spent $200 on Magic cards and didn't get enough land to BUILD A DECK. As it is, I'm still pretty irritated that I didn't get enough basic lands (lands that are very pretty and a critical part of evoking the world they're building, you know, flavor stuff) and here's why:

See that stack of advertisements above? Those ads that are also put on the back of token cards?

Those ads should have been lands. Took me five seconds to think of a great solution, while my displeasure at not getting the building blocks for the game I love will last for months.

Thursday, September 22, 2011

So Innistrad. That's a thing, right?

It is indeed. Visual list here and we'll talk about it.

I've decided that this set just isn't for me. Talking to Fuz about it, the issue has been distilled down to this:
They're letting common mythology trump Magic mythology and using flavor as their excuse for doing so.
Zombies eat brains, so it doesn't matter if the zombie is blue, it still eats creatures. Which flies in the face of what blue cares about: thoughts and will. So many cards in blue are related to the library and instants-even in this set, you see cards that want to interact with the library and blue's interaction with instants and sorceries can be shown throughout the game's history. The zombies of blue should eat instants, sorceries or even the library. Instead they are cliche and run roughshod into what black does. So flavor-a common flavor at that > blue's philosophy as a color.

Trample in White at common with Thraben Sentry. There hasn't been a white common trampler in Magic that didn't include green since 1996. With good reason: trample as an ability doesn't synch with white's philosophy very often. But instead of mining the rich history of the game, they're just brushing it away.

It is, of course, the Glory of Cool Things. Flipping over humans to reveal werewolves is cool. Changing an egg into an abominable lizard is cool. Sentries that alert the townfolk into a mob: cool. If I didn't admit that, then I really have no business playing this game. But it doesn't change the fact that it's a terrible idea, from any viewpoint of the game that doesn't think Flavor trumps Play.

It also comes at the expense of losing the elements that make Magic, Magic, instead of the never ending run of werewolf, vampire, zombie cliches that are now thrust at us in ways that break with the general philosophies set up by the colors throughout the years.

The bummer is that when I look at the set, the flavor really does stand out in good ways. The art and flavor text both frequently break with long traditions of Magic's generic fantasy world that tends to be overrepresented and it's done with the kind of skill that one could expect from people who have been working on this game for a decade or more. (Although dragons? In a goth scene? I mean, maybe not unheard of but...)

It's fearless enough to bring back the devil creature type, one that hasn't been used with any regularity since Arabian Nights. That's over fifteen years. The set wants to make enemy-color pairings matter: perfect for a set that is supposed to be about the unnatural. 

When it goes wrong, it goes REALLY wrong, such as with Angel of Flight Alabaster (what does this even mean?) Or the flavor text on Furor of the Bitten (the name suggests someone has been bitten, the text suggests no.)

But the risks, from a flavor point of view, generally are outshined by the pluses. Mechanically however, the reverse it true, at least for me. Except for one: Tree of Redemption. That, I like.

But this set--and perhaps this block--is probably not for me.

Thursday, September 15, 2011

Unfun vs The Glory of Cool Things

At Red Castle I saw this situation:

Guy playing Kaalia of the Vast, another playing Karrthus, Tyrant of Jund, the third Damia, Sage of Stone.

It doesn't matter what the other two players were doing, honestly, because the Damia player got out a Dream Halls and once that happened everything else was going to be a wash. This is precisely what happened as the Damia player bounced or killed everyone's creatures and forced opponents to discard their hands in one fell swoop. Short of countermagic, there was no way to interact with the Damia player.

Now, it should be noted that the Damia player also had: Leyline of Anticipation, Geth's Grimoire, Library of Leng, Megrim and another three artifacts or enchantments that I can't remember. The Damia player should not have been allowed to get as far he did and so in every important way, the other two players are to blame for their loss.

That said; Commander is supposed to be a more casual, fun format. Is Dream Halls really a fun card? Is this deck, geared to set its combo up, really about the glory of cool things or is it about doing something that people hate?

I don't think that question needs to be answered definitively, it's just one that I think ought to be taken into consideration. Yeah, yeah, you can't predict what will happen when you play with strangers because sometimes the soul crushing unfun decks are precisely what ought to be played. The environment rules the choices of the player.

But I've had people tell me that the most fun they've had playing at RC was against me with a deck that really wanted to do neat things. Set your priorities accordingly, I suppose.

Now, that all said, what can we learn from this situation about the Commander format?

Mass removal > spot removal.

Tuesday, September 6, 2011

Frenzy

I give you, the evolution of a deck.
3 Sleight of Hand
3 Lava Spike
1 Seething Anger
3 Reckless Charge

3 Psychic Puppetry
4 Reach Through Mists
3 Consuming Vortex
4 Glacial Ray
3 Unnerving Assault
3 Lava Dart 

4 Wee Dragonauts
4 Gelectrode

4 Steam Vents
9 Mountain
9 Island
To keep you from having to look up all the cards, here's a quick overview:

Wee Dragonauts get +2/0 when I play a sorcery or instant, the Gelectrode untaps every time I play an instant or sorcery. So the idea is to swing with a flying insane-o-creature while having pinged with the Gelectrode three times, do it again and my opponent is dead.

The deck can be explosive as hell which is good and it can also sputter and die like last night's Taco Bell, which is less good. Still, I always think of  Groundskeeper Willie and the wee turtles when I play this deck so even if I lose, I get a laugh. There may even be some unwritten rule that says when you play with the Wee Dragonauts, the wee turtles must be referenced. Maybe a judge could look into that for me.

Whenever I build a deck like this, there's the core of fisty awesome that I'm trying to pad around with spikey goodness and sometimes I get that and sometimes I just run out of steam, which is what happened here. Damage; good, drawing; good, being able to reuse spells with Arcane; good but then there's that last section of cards that I don't know what to do with.

Unnerving Assault, I'm looking at you. In theory, this seems great, of course; blunt the opponent's creatures while sharpening your own but there are only eight creatures in this deck and four of them don't want to attack. The Assault really is there to help the Dragonauts or maybe blunt an opposing attack just a little. But spells have to do a lot of the dirty work here and somehow I understood that, which is why the Arcane mechanic matters in this deck. Being able to graft a spell onto another spell and then play the grafted spell means that it's possible to kill someone very, very quickly, if Gelectrode is out to tap thrice, Dragonauts is swinging for seven and the grafted spell is Glacial Ray, that's four more damage. So why bother with the Assault?

The question is, how can I get more mileage out of my spells?

This question has plagued the deck for awhile and even though the card came out two years ago, the answer finally struck me: Pyromancer Ascension. I've been bouncing that card around in my head since it came out because it's just the kind of card nobody cares about-which nobody did for nearly two years. I think that this deck might be a good match for Pyromancer Ascension though and is worth testing.

Aside: this is why players ought to look for cards that seem interesting to them. A year ago, Pyromancer Ascension was the kind of card you could pick up for fifty cents, now it's two dollars. My Money rule. Sure, we can't always have our foresight caps on and certainly not every card-most, as a matter of fact-don't have price jumps like that. When they do, however, and you've been playing with the card for awhile already, it's pretty gratifying to have the experience of using that card/strategy under your belt. /Aside

So I'm replacing Unnerving Assault with the Ascension; how do I make sure I can put counters on it? With the Proliferate mechanic and a lot of duplication. So here's the new list:
4 Wee Dragonauts
4 Gelectrode

4 Steam Vents
9 Mountain
9 Island

3 Psychic Puppetry
4 Reach Through Mists
3 Consuming Vortex
4 Glacial Ray
3 Lava Spike

New cards:
3 Seething Anger
3 Pyromancer Ascension
4 Volt Charge
3 Tezzeret's Gambit
The main plain is still the same: Wee Dragonauts and Gelectrode get bonuses when I play sorceries and instants, so play those spells and use the bonuses to win. Re-use those bonuses by using the Arcane mechanic to help give the deck both speed and reach.

But now, in order to focus on the reach aspect of this deck, I've added in Pyromancer Ascension so I can double my spells for free. To get the Pyromancer online, I've tried to use more of the same kind of spell and I've enlisted the Proliferate mechanic so that I don't have to work as hard in order to get my enchantment active.

The one spell that sticks out is Seething Anger because, like Unnerving Assault it affects creatures. I kept that in there for two reasons: first, it's cheap to cast. I can let it go without buyback and get a huge bonus on the Dragonauts or worst case, even the Gelectrodes. I can cast it with buyback and if I've got an active Ascension then help set up an even bigger bonus. If I don't have an active Ascension, the buyback means that the spell is reusable until I can get an active Ascension. Maybe that's the Glory of Cool Things but what the hell, I accept that TGoCT is a good reason to add a card to a deck.

So now it's time to test it out and see how it works.

Tuesday, August 30, 2011

Innistrad's transforming problem

If you haven't seen this article on the Transform mechanic, you'll need to read it before this post, so you'll have context for what I'm talking about. This is a long post about how I believe Transform, as Wizards of the Coast have executed it, is a failure of design because it increases the fiscal costs to both players and WotC, increases the opportunities for mistakes or cheating and is an impediment to play in general and good design should never do these things.

This mechanic, the one they're making the attention grabber for Innistrad, is a big, big deal and in my opinion a huge mistake because it breaks one of the fundamental rules of every card game I know of: having unmarked cards. I cannot think of a single card game, either played with the standard 52 card decks nor a TCG, that breaks this rule. Spite and Malice might come close because you mix three decks together but even then, opposing players cannot tell what the face value of the card is, just that it's from a different deck. Professionals might be able to make some deductions and given the evaluations pro card players make in a game like Poker, it wouldn't surprise me in the least if they could narrow the face value down to a few options but they still wouldn't know.

Transform throws that whole concept under the bus and it introduces some serious problems as a result. Mostly I will talk about constructed issues but draft will be touched on too. I won't talk about the power level of the cards in great detail, as power is about context but I will discuss it briefly because power level is what encourages players to pick up and stick with cards with unusual mechanics like Madness or Dredge.

I'll start off with booster drafting, which you can find a definition of here and is frequently part of Pro Tour finals. Booster drafts are usually about signals; you may start picking White but then the White dries up. Someone else is getting the cards before you are, so now you have to make a decision: What color do I move into?

With the Transform mechanic, everyone will see what you've chosen and this will tell people not only what card(s) you've chosen but what color(s) you're focusing on. This is a huge advantage for someone who really knows the format to have against you, just as knowing the suits or even a specific card you have in hand would be a huge advantage for a professional poker player. They will know you've gone green and they will know you have a Gatstaff Shepherd. The savvy player will be able to anticipate and play around your cards. They'll have information that they wouldn't ordinarily and that can easily be an impediment to your strategy.

Of course, you could just use the 'checklist card' they've printed, right? Well, yes but now you have to go through the effort of hiding a card-and everyone will likely see you do that so what's the point- and then marking the checklist card correctly. In the WotC article linked above, they go to awkward lengths to make sure people know that you can now re-arrange your draft pile to hide cards but these Transform cards are still public information so you can't be penalized if other players know what's in your deck! You can't have your cake and eat it too; either cards are public information or they aren't. Splitting the middle is generally bad news because now things are unclear and the gap between what's OK and isn't has just gotten larger.

If you make a mistake, you've got an illegal decklist and will be penalized. If you don't want the card, mark it on the list and someone else takes that card, now everyone knows who has the card you'd marked on the checklist because you have to give it to that player somehow, right? At the very least YOU know. It's already said in the article that Transform cards are considered 'open information' but why should they be and not the rest of your picks? There isn't any physical difference between cards, right? One just has information that gives data away, so why not make all your picks this way. (Note, they do have a draft format that does this: Rochester but its setup is very different. Note #2: this issue doesn't really impact online drafts-which I think is where the format will be more viable. But the online world isn't the only one and Magic is not strictly an online game; there are frequently huge differences between the online game and the paper one.)

Another option would be to have packs opened prior to the draft and then replace the Transform card in a booster with a correctly marked checklist card before anyone gets to look at the cards at all. The first problem here is: Who replaces the card? The only solution that would be ethically OK here would be to have a judge do it (and even that's potentially problematic), which adds a lot of time to drafting; time that is really wasteful to add. The second problem is one of content. There are twenty cards in Innistrad that you have to know by name and converted mana cost. All the other triggers that might help players remember like picture, stats, card type, game text, aren't on the list. The number of Transform cards is bound to at least double by the time Innistrad block is complete and keeping forty plus cards in your head is not easy, especially when I consider the pressure a drafter is under to pick a card; they usually have thirty seconds. The third problem is that logistically, opening up that many packs and keeping them all in order and distributed to the correct player is a nightmare.

If that last paragraph sounds ludicrous, good. That's the kind of scenario that people are having to imagine in order to keep information secret that ought to be secret.

On top of all of this, there's the problem of cheating. These checklist cards open up a huge window for cheaters to claim a card was mistakenly marked either including it in a deck that it shouldn't be in or insisting that the Transform card they have is THIS one and not THAT and I fail to see the upside to giving people an increased opportunity to cheat. I'm not saying they will, merely that the chances for screw ups or cheating has just gone up.

In constructed, there's a new kettle of fish to deal with and much of it has to do with proxies.

I didn't realize it at first but stonethorn picked right up on it: The execution of this mechanic is an endorsement of proxies in Magic.

I understand that proxies do have a place in certain formats, such as Vintage where card availability is such that it would be impossible to play that format without proxies. Related to that last point: very few people actually play Vintage in part because the cards are very expensive to get and Wizards has frowned upon proxies. Outside of Vintage, I see people adding in proxies into many Commander decks, a format that is far more casual and I don't like that, either.

In fact, I hate proxies. Either get the cards you want or find alternatives. This is a personal thing with me but it does speak to a larger issue; Magic is a game that is based in part on scarcity. You play the cards you have, not the ones you wish were there. If everybody had the best cards, what would be the point of playing anything else, ever?

Proxies are problematic for me for two reasons both based on the method used to make the proxy: either the person has taken a card with a different name and Sharpied out the old and written in the new name on it or the person has used a color printer to print the picture and paste it over the old card.

The first solution means that I can't read the card text. I have to take on faith, memory or look online to figure out what that card does, how much it costs and what its stats are. More delays, more intrusion into the game. The second solution means that the card has taken on weight. It is now thicker and will feel different, even in sleeves, which means that it's possible for a player to know which cards are which in their deck, a deck that is supposed to be randomized.

These methods are different than repainting a card, although that can be problematic too, at least in official formats. Even casually, I'd occasionally wonder; is that card completely untraceable? Does the addition of paint after the fact change the card to the point where someone can detect it without seeing its face? Because it's not like people think to repaint terrible cards; it's always iconic ones that get a makeover.

There is another objection I have to proxies in formats where cards are plentiful and it is that I believe that proxies curb creativity. As I said; if everybody had the best cards, why play anything else? It's not having access to the best things that inspires people to innovate and try new things.

But now we can have official proxied checklist cards! So it has all the weight and feel of a regular Magic card and even has official text so who needs the actual card! A checklist card still won't tell me what the marked card does though and if I'm playing someone who feels untrustworthy or is just unfamiliar with the original card, I'll find myself at a disadvantage when someone claims that this card is actually meant to represent A when it's marked B. Could be an honest mistake, or it could be someone trying to monkey with the works to win and either situation calls for arbitration or if at an event, a judge. Neither cheating or mistaken play is a good scene and in a gaming system as difficult as Magic is, making things more complicated instead of less without increasing the fun is a no no, for me.

Coupled with this is how the checklist cards open the door for any card to be proxied up. Previously, if I wanted to run four Primeval Titans, I had to get four Primeval Titans either through trade or purchase or I had to just find another way. With the official endorsement of proxies, why can't I just mock them up? WotC's already done it for other cards, right? Clearly, they're OK with it and trying to insist that "It's only good when we do it" is, once again, like trying to eat your cake and have it. Either proxies are bad or they aren't but you don't get to say both.

If I want to get four Garruk Relentless (a mythic rare that is going to be $30 per card minimum when it's revealed and will likely go through the roof, financially) I don't have to buy any at all, I can just use the checklist. If you use enough checklist cards in a deck, a less scrupulous person could 'mistakenly' play a card from the list that isn't what it is supposed to represent. Then you swap out the real one and no one is the wiser. 

Or a player could just flat out be in error and make a mistake. Happens all the time and I don't like to punish people for honest mistakes but it doesn't make that mistake any more excusable, nor the poor design of this mechanic that encouraged this mistake forgivable. Good design is supposed to minimize user error, not increase it.

A short aside: what happens to the secondary market when people just start using proxies? What happens to those game stores? I'm not sure and I don't want to speculate but I think they are valid questions to ask.

In an alternate scenario, let's say that I never use proxies, I want to use actual cards. Now I only have to get one Garruk Relentless because My Money > less of My Money and the other three Garruk's can be stand-ins. Just reveal the actual card when the checklist card comes up so everyone can see what it does and voila! Problem solved and I no longer have to get four Garruks. I'll take it a bit further though and create an imaginary world where people are all as crazy as I am and get four of each card, refusing to use checklist cards as proxies; where does this leave us? Well...

Adding on to the list of issues I have with this design goes back to the hidden information problem. When I shuffle a deck of magic cards, the only thing opponents see is the back of the cards, which I have in clear plastic sleeves because this protects the cards from the wear and tear of handling, beer spillage and general mayhem. The cost of opaque sleeves runs from about $7-12 for 60-80 sleeves so I use very cheap, transparent sleeves because the cards are expensive enough. Why spend another $10+ on sleeves when I can get 100 for $1.25 and have them work just as well, spending that extra 6-11 bucks on beer or cards? (See again, My Money > less of My Money)

Except now those sleeves don't work. The back is revealed and adding to an already expensive hobby is the expense of getting sleeves that are opaque on one side. As a result, I have to purchase opaque sleeves if I want to use this cool mechanic-something WotC just casually tells us we have to do now. Opaque sleeves are not only more expensive but using them would also be a huge variance to all my other decks, so now I'm giving away information I don't want to give away: My regular opponents who I face most often will now know what line of play my deck wants to take before we even draw 7!

Then once I draw and play the card, I have to use both sides of a card I can't see. Neither can my opponents, which is especially unfair to them: as the player of the deck, I know or ought to know what my cards do but I can't expect that of my opponents. That is why the cards come with text: So everyone comprehends what everything does!

So to solve the visibility problem I have to take the card out of the sleeve. But the whole POINT of sleeves is that I put cards in them to protect them from the handling that happens when I play with my cards! Because of this foolishly implemented mechanic, I have to increase the wear and tear on something I bought and that sucks. I take care of my things for a reason: they last longer that way and I don't have money to waste on things I don't take care of.

And if that wasn't enough to get under my skin, WotC's attitude on me having to make more expensive choices seems to be: who cares? People play with opaque cards-you can too.

Whew. That's a lot of ranting, isn't it? But wait, there's more!

This neat tidbit from Mark Rosewater's column yesterday;
The checklist, by the way, comes in roughly three out of every four Innistrad booster packs.
Wizards doesn't make randomized decks with lands anymore and so now many players get their lands from booster packs. Basic lands from Innistrad have just become scarcer and thus more costly to get, if you happen to like those lands. Add that to the cost of everything else for players who may need lands, the most basic currency in the game and something that should be all but given away to players.

There's also the print cost. WotC has brought about this change in cards that makes the game less functional for players of all stripes through a design that increases the costs of production of the cards. Printing something double-sided is not cheap and from what friends who work in design tell me, executing a mechanic like Transform the way WotC has is very, very expensive. On top of it all, if there are any errors, it's a big deal since the card is unusable. A player can't just have a Howlpack Alpha and not a Mayor of Avabruck. Any errors means that the card isn't playable. That's pricey and those expenses get passed on to players like me one way or another so again I evoke the My Money rule.

The crazy part is that WotC already had mechanics that would replicate this one. Morph and the flip cards, to name examples from older sets, Level Up from the recent Rise of the Eldrazi set as seen in Transcendent Master or even printing the cards using a portrait perspective as they do with the split cards, like Fire/Ice, (and the split cards have always been very popular) could have been a solution.

Instead, they institute this clunky, inelegant design in order to make the 'flavor' of the cards work, flavor that could just as easily been conveyed with the previous mechanics and with art, flavor text and names, as they've been doing for the last sixteen years. Hell, art alone has been used to illustrate transformations like this throughout Magic's history: Reincarnation is from Legends, Horned Kavu from Planeshift and Ancestral Vision is from Time Spiral and even Chaos Warp from the Commander set, published just three months ago, use art to show this change so there's no reason it couldn't have been handled this way.

The justification for not doing werewolves as split cards is that:

First, the flip cards proved to not be as popular as we hoped.
Again from Rosewater's column. This reason essentially ignores the history of the game, because Kamigawa as a block wasn't popular. The mechanics were overcosted, legends were overproduced, a single card, Umezawa's Jitte, became so dominant that games sucked fun out of the universe and the set came right after one of the biggest screw-ups in Magic's history: Mirrodin block, which gave us the Affinity mechanic. WotC was all set up for a huge letdown and that is what happened. Flip cards were the least of Kamigawa's issues and were generally pretty popular at the time, just blown out by all this other negativity.

On top of that, flavor was something that was hugely emphasized in the Kamigawa block-just as with Innistrad. I've even heard complaints that certain mechanics, like bushido, are deemed bad because they can't exist outside of a set that doesn't have an asian-influence to it! The entire Innistrad block has been designed from the perspective of flavor giving rise to the mechanics, instead of the other way around. I have to wonder how much was really learned from Kamigawa block, which would have been a fantastic set if it hadn't been so underpowered and in the shadow of an incredibly overpowered block leaving players wary and unhappy.

The second reason the article gives to not do flip cards, that the text length for the mechanic was too much, I'll concede is a problem for Transform cards. Occasionally, I think one has to bite the bullet and accept that some ideas just aren't functional for the situation. I say this because in Rosewater's column, he shows off a CCG that does have double-sided cards that is apparently big in Japan, especially amongst the younger set.

So there at least one successful game out of the thousands that exist has used double sided cards in a genre that's existed since roughly the 9th Century. I'm pretty sure that trend argues vehemently against making double sided cards in card games, not for them and it certainly doesn't mean that Magic should use this design.

Flavor is the reason they've broken what is the essential form of every card game I can think of and that's a bad reason to do it. The glory of cool things has superceded everything else and I'm fairly certain the players are poorer for it, even the players for whom this mechanic is designed for, the casual crowd.

And make no mistake, Transform -particularly as it's been implemented for werewolves- is for the casual Magic players. What they're going to realize, eventually, is that mechanics that you cannot control aren't very much fun and I'd bet that most pro players have pretty much dismissed werewolves as a group to focus their energies on. Sure, they'll use them if they have to but that's like saying you'd use a butter knife as a screwdriver: it's entirely suboptimal.

That leaves the casual crowd, specifically the ones that think that it will be so cool to change a human to a wolf and back. There's even a physicality to the transformation that can't be overlooked when it comes to making this mechanic seem cool-and I will admit, that part does help even if I think it's a disaster for the game and terribly implemented. But the causes of lycanthropy, the sun and the moon, rise and set regularly. You can even explain it!

Players cannot force opponents to cast or not cast spells so this mechanic gives opponents control over or at least a say in how you use your cards and how you execute your strategy. Let me demonstrate: If you want your werewolf to Transform, you have to wait until someone hasn't cast a spell for a turn. Well, when you cast the werewolf, that's a spell. Your opponent can just cast a spell on his/her turn and you don't get a cool werewolf. So what do you do? Spend an entire turn doing nothing. You lay a land, say go. Your werewolf transforms on their turn!

Then your opponent plays two spells during their turn and on your turn, when you need the big bad you have...a human. Well, yay. Not everything will play out like that of course but the long and short of it is that it will happen and happen when you wish it wouldn't. The werewolf player has to gamble on what their opponent will do, instead of being able to control their own fate.

To turn the screw (with a butter knife) even further, add in multiplayer. WotC can't possibly ignore multiplayer anymore (not that they were) because the success of Commander decks means that there's a huge number of players out there playing Magic of all formats in groups. Well crap. So if there are 4 other people at the table aside from me, and I say go after werewolf, then player B doesn't play a spell: flip. Player C plays two spells. Flip. Player D plays no spells, flip. Player E plays a spell, that spell gets countered by C, then player D had  responses and player B has responses and then player E plays another spell.

Flip. Yay, I get a...human? After turning a card 4 times. Now if I want that card to be a big bad, I have to do nothing. Again. What a pain in the ass for so little payoff!

While it might take a little time I think that people are going to find out that they don't like having someone else take control of their stuff. It's why the Punishment mechanic wasn't hugely popular in Odyssey, despite giving players big undercosted effects (see Breaking Point or Browbeat) nor cards like Confusion in the Ranks-though that card does have its supporters- and I have a feeling that it's going to be a problem with Innistrad's werewolves too.

All in all, I think this is a spectacular failure on the part of design. It increases the potential rate of failure of players, increases the costs of the game both for Wizards and for the players and does it for a mechanic that is very flavorful but isn't executed very well, plus due to it's physicality carries more problems than solution and so I have serious doubts about being fun. Good design should never increase fail and Transform has these faults in spades.