So, here's a solid article on the latest attempts to unionize at WotC.
I guess we know where that $600 million isn't going.
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.
So, here's a solid article on the latest attempts to unionize at WotC.
I guess we know where that $600 million isn't going.
So I've been taken in a bit by the new Neuroscape game and one nice thing about it: Since I don't know anyone else who plays, I can play online in a browser! There are two spots, Deckscape and Lootpanel.
The games have mostly been pretty fast paced, and my ability to keep up with things is undoubtedly linked to Neuroscape's similarities to Magic, it has a feel and look all it's own. There are unique play spaces that have meaningful impacts on the game, and Neuroscape does a very good job of keeping stack interactions clear. However, the similarities are not always a positive.
For some reason, the designers have made the decision to have Gear (items that equip to Characters) disappear when the character dies. They work like Auras in Magic-arguably the weakest permanent type.
This means that factions that rely on gear, like the Cyborgs or Dustrunners, really suffer. Why are you running gear that doesn't remove a permanent or outright win, when there is removal? This condition is mitigated somewhat by the fact that characters don't have 'summoning sickness' but it also doesn't change the fact that most gear is bad and any removal for that character means you're getting a 2 or 3 for 1.
They also haven't done much with what is different about the game either. You have two life totals, but there is no distinction between the two-yet.
Still, there's a strong theme, they've done a nice job cleaning up some of the pacing issues Magic has, and more often than not I'm finding good play and deckbuilding is rewarded.
I decided this was a Leige deck, not a Mimic deck.
As a result, here's what changed:
I added in 4 copies of The Astonishing Ant-Man, 4 Impulse, and 4 Bite Down. The results have been a little underwhelming.
Bite Down isn't a great card, even if it can hit planeswalkers. However, I noticed some other issues-I always thought Growth Spiral would be a great card but it always feels underwhelming. At least with Coiling Oracle I get to draw a creature that can block or attack.
Unfortunately, I'm really not sure what I ought to do. The first thing that comes to mind is that some cheap fliers might be a good idea. Genemorph Imago, Cuboid Colony, even Skyclave Aerialist look alright.
However, if I also want to lean into something more aggressive, cards like Needlethorn Drake or Venomthrope might be the way to go. Something that can attack and force damage or they lose a card, and then untap with the Liege? That's not bad.
However, the real problem seems to be the spell suite. I'm not sure how to fix that--yet.
I named this after a PJ Harvey song.
4 Murkfiend Liege
4 Shorecrasher Mimic
4 Coiling Oracle
3 Trygon Predator
4 Maraleaf Pixie
2 The Goose Mother4 Simic Charm
3 Snakeform
2 Applied Biomancy
3 Growth Spiral3 Lumbering Falls
8 Forest
8 Island
4 Dreamroot Cascade4 Nissa, Steward of Elements
It's a Liege deck and of the lieges, the UG and UR ones have given me the most trouble. Still, a lot has changed since Murkfiend Liege was printed, so maybe we can do something awesome!
This is a very cool series from TCG player on the math involved in Magic decks. Just wanted to bring that to everyone's attention!
Here's the new list for Ode To Locksmiths and I think this is where it stays for now.
It took a few games, but when I couldn't reliably find a crab in my opening hands, even with seven in the deck, it became time to up to an eighth. That feels pretty stupid but this deck really can't afford to mess around.
The three Counterspells are basic, yes but I don't have any Pact of Negation. I think the Pact would be alright but I might be overvaluing it.
Mentally, I see it being great on the turn that I am going off and winning the game.
Practically, I see needing to use it on turn 3, being unable to, and losing.
So Counterspell it is!
I know I've made An Ode To Locksmiths a more consistent deck. I don't think I've made it a winning deck. But I can execute a plan and on the best days I can do it by turn four. That's not bad! Call this deck a C+ on power.
4 Hedron Crab
4 Ruin Crab
4 Manabond
4 Daze
3 Counterspell|
4 Brainstorm
2 Mana Leak
13 Island
2 Forest
4 Misty Rainforest
4 Temple of Mystery
2 Stock Up
3 Scouting Trek
3 Treasure Hunt
4 Serum Visions
At the two-headed giant format of Reality Fracture, Rebecca and I constructed RB and UG decks to play. The new format, which provides 4 less packs to make decks from, is...fine I guess? We were able to construct viable decks, which was good.
But our games fell into two camps and I don't know if it's because of the new restrictions, or because the set is kinda meh.
As always, Red Castle Games put on a delightful event.
Round 1 vs Ziegler/Tiffany (Sorry, I didn't catch your first names!)