Tuesday, December 31, 2019

Scramble City

The nice thing about monochrome decks is that I don't have to run them through analysis to find out where the mana ratios might be off. It's all black, all the time for Trypticon, so I just went straight to the first round of cuts and additions:

Subtract
1 Bojuka Bog
4 Dark Ritual
1 Mindslaver
2 Promise of Power

Add
2 Beseech the Queen
3 Read the Bones
1 Swamp
2 Languish

I began to goldfish with this.

The upside: I draw a lot of cards. The downside: I would still have dead cards.

I didn't want to cut Sorin Markov because planeswalkers are powerful effects and create problems for opponents. They almost always evoke the Hexdrinker rule. But at six mana, Sorin just didn't have enough support for the effect. Setting an opponent's life to 10 doesn't mean much when your goal is to attack with a 20/20.

I also cut the Skull Fractures and two Mire's Toll for four Duress. Duress is the stronger spell, especially on turn one, and is going to be far more useful than a flashbacked Skull Fracture. Mire's Toll can show up anytime after turn 2 and be pretty useful so cutting down to two is alright. 

In addition, I found I was drawing too many Aether Snaps. At five mana, it's a necessary evil since it can duplicate the effect of Vampire Hexmage. But I don't want to see it in my opening hand, so I'll need to cut that, too.

This part is frustrating, creatively. I need to add three cards and the first place I look is at Planeswalkers. There's no reason not to: as I said, they almost always evoke the Hexdrinker rule (my opponents hate it, so I should definitely run it).

Why even look into instants, enchantments or creatures that might support the deck?

I settled on Davriel, Rouge Shadowmage and it just feels lazy. Yes, it plays into the discard control element. Yes, it comes down well on the curve. Yes, it chips away at an opponent's life total.

But is having a card that should just automatically go in engaging to me as a deckbuilder? No, not much. There's nothing really innovative happening, no choices to really make, and that's a bummer to me.

Thursday, December 26, 2019

Trypticon

Trypticon, named after the giant Decepticon, was built years ago when making a 20/20 wasn't as easy as playing a Vesuva while Dark Depths was in play and saying 'go'.

My angle at the time was to make it a mono-B control deck, with some heavy hitters to fill in if a 20/20 didn't show up, but let's take a look:
1 Mindslaver

4 Vampire Hexmage

4 Dark Ritual

4 Dark Depths
4 Bojuka Bog
19 Swamp

2 Sorin Markov

4 Distress
4 Sign in Blood
2 Promise of Power
2 Skull Fracture
2 Mutilate
4 Mire's Toll
4 Aether Snap
While the hand control elements are strong, I don't think I've got enough to follow that up with threats, and Mindslaver and Sorin Markov are just 'goodstuff' cards. Promise of Power has no reason to be in this deck and without those cards, Dark Ritual seems unnecessary.

I'm going to make some adjustments and play the deck but I have a feeling this might join The Retired. There's a reason why Dark Depths decks have migrated to Green/Blue. You can search for the land you need easier and then protect the creature a little better. Still, if this is fun then I don't mind keeping it around, since it's a new slant on the deck idea.

Thursday, December 19, 2019

Light 'Em Up


Red Alert vs GW Enchantress
I like where this ended. While Red Alert isn't a multiplayer deck by any means, it still performed well in those circumstances.

Similarly, I played against Fuz's GW Dinos and GW Enchantress decks and Red Alert did well there, too.

My favorite play got to happen: with two Auratogs on his side and a Satyr Firedancer on mine, I was able to use a Searing Blaze to bin both of them. 3 targets, 9 damage total? That's pretty good.

One curiosity was that I frequently found myself with too many lands-Chandra's +1 trigger often revealed a land, and in games when I lost, 10+ lands were involved-in exile, in play, in hand.

23 lands is not and overabundance of lands, though.

Cards on the table (so to speak) I'm worried about cutting a land for even something as cheap as another Mogg Fanatic because of the powerful four-drops in Red Alert.

On turn four, I really want to drop a Chandra, Torch of Defiance or Torbran and that means reliably having enough mana to do so, every time. It's fine to hit a land on the first activation of Chandra, since I'm frequently tapped out. But to do that when I have mana untapped feels like I'm missing an opportunity.

However. In matches against Noah, playing a reanimator deck, (yay, Worldgorger Dragon!) the mana flooding continued and I told him I what I was concerned about. He countered that I seemed to have enough card draw to make it work.

So here goes: a full four copies of Bonecrusher Giant, because the value on this card is bananas, and cut one Smoldering Crater.

3 Guttersnipe
3 Dire Fleet Daredevil
3 Bedlam Reveler
2 Mogg Fanatic
1 Torbran, Thane of Red Fell
4 Satyr Firedancer
4 Bonecrusher Giant

2 Burst Lightning
3 Chandra's Pyrohelix
3 Searing Blaze

19 Mountain
3 Smoldering Crater

4 Chandra, Torch of Defiance

2 Chain Lightning
4 Light Up the Stage

15 Sideboard
4 Abbot of Keral Keep
2 Blood Moon
3 Pyroblast
3 Smash to Smithereens
3 Skullcrack

Monday, December 16, 2019

Return To Posts

After the last few tweaks, I feel as though Red Alert is in a good position. I used the sideboard a little but I think I need more practice sideboarding. That's understandable, since I just started doing it, so sideboarding will be a new skill.

The maindeck, though, that's in a pretty good spot. Satyr Firedancer keeps shining, and the uses of Dire Fleet Daredevil have continued to surprise me.

The big weak link? Seems to be Samut's Sprint. I wanted to use this card for the creature boost and the scry but...well, I'm sure everyone knew that a change was needed here. I need something that does damage: Damage is always better than not-damage, right? If it drew a card, that might be useful but I've started poking around with something that might be just as good: Bonecrusher Giant.

The converted mana cost for Stomp is just two and the spell can be cast as an instant, which means that I can almost certainly cover that cost if I reveal it off a Light Up The Stage. The added value of getting a cheap creature I can cast to increase my threat count when I have the mana up-if, say, Chandra or Light Up The Stage fail to forward my board state-is a big deal.

The testing so far? It's working. In multiplayer games (where is not, admittedly, where Red Alert shines) both Matt and Caitlin agreed that Bonecrusher Giant was an improvement. Plus, the effect of Stomp gives me an out against certain protection strategies, which wasn't something I foresaw but was very glad to note when Swans of Bryn Argoll hit the table.

Tuesday, December 10, 2019

Lessons From The Sideboard

Red Alert vs Zombies
Because I didn't want to give up on Satyr Firedancer, it went into the sideboard. You may remember my dreams and hopes from last week.

Fortunately, testing seemed to bear me out! I played against Fuz's zombie deck-which is always a good barometer for how solid a deck I play is, as his zombie deck is quite resilient-and I felt good about the performance.

In games 2 and 3, I swapped out Dire Fleet Daredevil for the Firedancers, not having seen any instants or sorceries.

That was a mistake, because he had Nameless Inversion to take my creatures out, and the Daredevil would've given me the opportunity to exile that spell.

The card that really didn't do anything? Abbot of Keral Keep.

Which highlights a specific problem I'm having: Curving out appropriately. The Abbot can get me a land, but it can also just whiff. Either way, I can't play it until turn three. So now that card is questionable.

You know what totally hit the Hexdrinker Rule? Satyr Firedancer. It drew a kill spell as soon as Fuz could find one to play. Because you know what's awesome? Using a Searing Blaze to kill two creatures and do three damage to your opponent. I have to admit, after my first rounds of testing, I wasn't sure that the Firedancer was all I thought it to be but the latest matches really worked!

So maybe the Abbot should be in the sideboard and come in for the control matchups? I can use the extra card advantage and damage in those matches, as needed. Since matches with creatures are more common than those without, that's my plan for the future.

Thursday, December 5, 2019

Bad Ban, No Donut

Multi-Mission Gear was banned this week, as a result of the oppressive effect of the Daring Escape combo deck.

They explain it all here.

What they got right: not banning Daring Escape. Going into depth about what their thought process was.

What they got wrong: the card they banned and the reason for it.

The Specialist Combo deck (one I have a version of and love) works by gradually creating an overwhelming advantage of resources over your opponent.You always have options and you can chain together multiple actions/upgrades for free, in order to slowly overwhelm your opponent.

And this happens for two reasons: 1) You get stuff for free and 2) There's nothing your opponent can do to stop it. The resources that players have to impact their opponent's actions is limited to sideboard cards at best or "well timed" (read: lucky) actions. That's not a bad thing, as I believe that getting to take your turn largely unimpeded is a strength of this game, the downside is that it does little to mitigate the two strengths of a specialists deck. That strength is not an issue so long as it takes time to get to where it's going.

The first point is why the deck is powerful but the second point is why combo decks that have alternative win conditions are and will always, inevitably, be broken. Maybe not at first, but eventually, someone will figure it out, because the opponent has a limited ability to shape what I do on a turn and nobody's cutting the fuel line. 

So long as Upgrades work the way they do, triggering whenever they re-equipped, this will be an issue. It's why they banned Swap Parts: it allowed for so many re-triggers it locked people out of the game so early (sometimes by turn 2!), which meant that aggressive decks didn't have a chance and control never got to step in.

At the time, I thought banning Swap Parts was bad and they should've banned I Still Function. I was wrong: Swap Parts was the thing that enabled the gamebreaking actions by fueling too many triggers, making the deck incredibly consistent. It was too much, too quickly.

So I understand not wanting to ban Sergeant Cog or Private Red Heat: they went for that effect that already and it didn't exactly work. But let's be clear: It worked just fine until an effect was given to the deck to quickly lock an opponent out of the game by turn two or three, in this case by just winning it outright, instead of taking infinite turns. 

I also get why they have decided to move to effects like Anticipation Engine instead. This will also work-until the cards come along to break it again, because of point #1: You get stuff for free.

Free is a very good price.

What this means to me is: as high as they are on alternative win conditions, they are going to need to be a lot more clever and a lot less "play this, you win", IF they want to keep combo as a deck style.

That's very different than Overwhelming Advantage, which can end the game but doesn't outright win it, since there are multiple scenarios where one might get that card to work and the opponent will have a chance to take another turn.

That doesn't happen with Daring Escape, and if it was a slow deck, people wouldn't blink an eye at.

But here's the issue: combo decks, by default, have to be as fast as they can be, because they are trying to win on an axis that nobody else is prepared for, and that often means that they themselves aren't as equipped to deal the standard win method. If they don't rush to the endgame, they frequently cannot win at all. Keeping the speed that they race to that endgame in check is important. It needs to be potentially fast enough to work before an Aggro deck can beat them, but not so fast that a Control deck can't step in a monkeywrench the whole thing.

Heck, one of the designers of the problematic deck replied to me at Reddit that the card that was the problem was Equipment Enthusiast, because of the sheer number of cards that EE gets you: "double digits" was what they said. That card draw is no longer the incremental advantage of Specialist decks, that's a turbo boost. And card draw is the most powerful thing you can do in a game like this.

So, what to do?

Errata the Upgrade cards.
This is a bad idea, for reasons they go into in the article. Adding to this: having upgrades re-trigger is something they've said they want to happen. It's fun and makes the game more interesting. I worry that it will become necessary because so long as one can get something for nothing, then broken things are likely to happen. I've seen this play out in Magic for over twenty five years. For now, however, it's OK.

Ban the Specialist Engines. 
That would certainly do it for a time and it's clearly worked in this situation. The lessons they learned from the Specialist Upgrades have been beneficial but it's still likely that if it isn't one of the other two cards (Multi-Tool or Field Communicator), Anticipation Engine or Brainstorm will be cards players break, because free is a good price. However, it's not inevitable just highly likely. The other downside is that Specialists no longer have an "identity" in the game (Melee characters want to flip a LOT more cards, Ranged characters want to have 'passive' attacks/defenses outside of combat, Specialists now...do what?). That is a pretty big issue.

Slow everything down.
This would mean banning Equipment Enthusiast, at least in this instance, and keeping a tight hold on any effect that let you draw and keep more than two cards for a card played. It tracks, because the last time they had to ban a card from an oppressive deck, Equipment Enthusiast was in that one too.

Drawing cards without any penalty for doing so will inevitably break a card game like this because, I repeat: drawing cards is the most powerful thing you can do in a card game.

Stop making "I win" cards.
No more Daring Escapes. This is a tough one, because the additional design space makes for a more interesting game-but this is a design that I don't think the Transformers TCG is currently equipped to handle. Maybe it won't ever be, but I have trouble believing that.

However, we know they like doing these cards, plus there's going to be players who love alternative win conditions, too. Having a little something for everyone helps games like this thrive.

So: If they want to keep making alternate win conditions AND they don't want to errata cards AND they want to prevent future issues from happening, then what is their best option?

I think the best move is the 'slow everything down' one, honestly. It allows for the most decks, while having the smallest downside. The Specialist deck would still exist, have multiple iterations, but could be beaten. Cards work as they are read. Strange win conditions can continue to be made and maybe even pull out victories from time to time.

But keeping the speed of the game down to prevent combo (or really, any) decks from locking people out by turn two or three is critical and if they don't do that, we'll be looking at bans again.

Which is what bothers me: They went for the smallest option, and while that seems like a good thing, I know that the next problem is lurking right around the corner because they didn't rein in the strongest action you do in these games. Combo decks might be the most likely ones to break the game, but card draw is good for every style of deck, threatening the health of the game.

Their argument against banning Equipment Enthusiast-
If we introduced that constraint on something as ubiquitous and fundamental as card draw, that would prevent us from making dozens, if not hundreds of future cards.
-is terrible, because it suggests that we either have zero card draw or double digit card draw. Which is completely silly, since we already have card draw (Pep Talk, Testify, Pocket Processor), filter card draw (Incoming Transmission, Inspiring Leadership, Repurpose) and card draw + cards (Swindled, Confidence, Secret Dealings) in the game.

So it looks like their argument is that there is no middle ground between getting two cards with zero drawback and ten cards with zero drawback? I don't buy that and no one should: there are clearly ways to have card draw in this game that would give decks a reasonable chance without allowing people to draw and keep 1/4th of their entire deck. 

And I think they should've taken that path, to keep us from having to have this discussion again, when the next cool alternative win condition appears.

Monday, December 2, 2019

Sideboard Options

Whoa! Sorry everyone; in my hurry to get to the Thanksgiving holiday, I forgot to mention there wouldn't be posts for a little bit. Sorry about that: Let's get back to the normal stuff, getting back to the Magic decks and I hope everyone had a safe holiday!

In the playtests, Red Alert has generally been doing what red decks do; come from behind surprise burn is not uncommon! But being overwhelmed is not unexpected, either.

Removing a Dire Fleet Daredevil became something that was necessary: I want that card on turn three at the soonest, since I cannot cast a spell without the mana to do so. Four clogs up my hand, three seems right-but there's a space now. What to do?

It turns out there is another Chandra that fits the theme: Chandra, Fire Artisan and this was suggested to me by by buddy Tyler. I do not own any copies of that Chandra so...what to do until I get some?

Enter: Torbran, Thane of Red Fell. It's costed for a mono-red deck and it takes everything I have and makes it better. That will totally do until I get some Fire Artisans!

Except...the testing showed Torbran is pretty dang good. Since it boosts any red source I have, that means that my creatures get this impact immediately. If Torbran sticks for a turn, every spell I have does more damage, too. I loved seeing it and opponents did not. He's only appeared in two games, but each game he arrived, I was happy.

I may have to make an rule for cards like this-the Hexdrinker rule. "If my opponents hate seeing the card, I should keep running that card."

I also made a sideboard for Red Alert:
2 Tormod's Crypt
2 Blood Moon
4 Satyr Firedrinker
3 Pyroblast
3 Smash to Smithereens

I relegated the Firedrinker to the sideboard because I still think it's worth testing. The Crypt might help with any graveyard focused decks-and there are a lot of those, and Blood Moon should help stall anything that wants to use more than two colors.

Pyroblast is just good against blue and Smash to Smithereens fits in theme by doing damage and destroying an artifact. Abrade was suggested and while the card is more versatile, it doesn't mesh with the themes as well.

So here we go!