Swing for 20
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.
Thursday, January 16, 2025
Gameplans
Tuesday, January 14, 2025
The Retired: Hun-Gurrr
3 Whispersilk Cloak
Time to let this one go.
Thursday, January 9, 2025
Sorry
I thought I had something ready for today and I didn't! Still getting back into the swing of things for 2025.
Tuesday, January 7, 2025
Land Drops
How much mana do you need to play a deck successfully?
This video does a fantastic job illustrating what the math says, and it's not very long. Kudos to them!
The bigger picture for me is this: how do I re-evaluate the mana bases for my decks? If the number for midrange is 24-25, WHOA. That feels like it puts a crimp on things but the math is the math. So I need to consider how I'm going to make decks work with this new knowledge.
I'm definitely interested in how to play it out!
Thursday, December 26, 2024
Rebirth
I've been playing plenty of Final Fantasy 7: Rebirth and I'm fairly torn about it.
The game is clearly reaching for the stars; it's weird and the main characters are well drawn. The storyline feels both true to the original and wildly outrageous.
But I hate the combat system. It feels so repetitive! And why, why, WHY are the mechanics all kept behind the obtuse menus and...hell why does it feel so complicated?
There so many different combat effects it might as well be a fighting game, and it's all layered under menus that leave me doing something I hate: not playing a game, but instead reading about it.
Why do I even have to worry about aerial combat???
And none of my teammates seem to build ATB: I have to actively control them to get that to happen.
This all feels like systems that are impediments to play, instead of flavor enhancers.
Going to be taking the rest of the year off to play games & catch up. See y'all in 2025!
Tuesday, December 17, 2024
If I Had My Little Way
That's 23 human tokens and eight Kaito tokens. What this tells me is that Peaches has a tempo issue, and I need to make sure I'm getting ahead of it.
While it is true that four Soul Wardens in play will make for something very dumb, when I am attacking for 30 a turn and losing, something is still wrong.
Basically: I need a way to establish tempo or take it from my opponent. Establishing tempo should be easy enough, because I think the curve is solid so I shouldn't have a lot of difficulties. But if for some reason I can't or don't, say because the game is just random or I come up against a aggressive deck then I need a way to make sure can climb back into the game.
Which means taking a look at what kind of resources I have early on.
Currently, I'm thinking of cutting my copies of Prosperous Thief and Thousand-Faced Shadow but this leaves me with a very particular problem: I need two more cards and there isn't an obvious fit. Because with two slots, those cards need to be useful in nearly any situation I draw them in-let's say from turn three on. I can't be sad that I've got a card in hand that there aren't may duplicates of.
The Long Goodbye makes a strong case for running four copies of (I currently have 3) but now I have one slot left!
I think that I've got the right amount of planes walkers (3) and creatures (24) so I really am in need of something to help me with tempo. Chain of Vapor effects come to mind but I'm feeling a little stymied!
And that's it for this week! I'm on vacation, and will have another post next week folks. Cheers!
Thursday, December 12, 2024
In A Factory Downtown
So, after a major overhaul of the deck, Peaches definitely had some trouble. I played this against a MUD deck with Metalworkers but found myself really throttled by Lodestone Golem. In both games Noah was able to resolve one fairly early and that just made the rest of the game cost too much for me.
At the same time, the fact that I was being pinned down by one card suggests to me that it may be possible that there's something to this deck. Or at least I'm doing something right, because most decks won't be running Lodestone Golem.
So I dialed it up again, this time in a three player game. The mana issues weren't prevalent and the deck functioned very smoothly! I even won out, being able to utilize the ninja abilities, coupled especially with the ability to replay my cheapest evasive creature, Will-o-the-Wisp. It was especially good when I could hold up regeneration mana.
I'm on to something, which is great!