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, July 29, 2021
But Wait, Tiamat
Tuesday, July 27, 2021
High Fliers
Caitlin: Tana, the Bloodsower and Ravos Soultender
Matt: Hazezon Tamar
Lauriel: MimeoplasmThursday, July 22, 2021
Dragons Don't Need This
The cuts:
Mirror of the Forebears
Crucible of Fire
Orator of Ojutai
Taigam, Ojutai Master
Curse of Opulence, Verbosity, Bounty
Dreamstone Hedron
Nihil Spellbomb
Fortunate Few
Ryusei is a maybe cut. Board sweepers, especially one sided ones, are hard to pass up, even though under a Wrath of God effect, Ryusei will do nothing. The fact that it can sit back on defense and wipe out many creatures opponent's have is a thing and a 5/5 flyer is nothing to sneeze at.
But first, a short treatise on Dreamstone Hedron:
This card is bad, and they should stop putting it in every fucking commander set.
Dreamstone Hedron was bad in Rise of Eldrazi, released in 2010 in a set that wanted mana ramp, and time has not been kind.
It has been reprinted NINE TIMES. 9. NINE! What in the actual fuck. I get why you reprint Giant Spider: it's an excellent example of a baseline card that is never going to be great, but it's never going to suck, either. Most of the time you don't want it, but it's rarely going to make you sad.
There is never a time when I have drawn Dreamstone Hedron and thought: This is exactly what helps! Ever. It is always bad and I feel bad when I see it.
This is what I'm going with:
Temur Ascendancy
Sarkhan's Triumph
Sarkhan Unbroken
Sarkhan, Fireblood
Sensei's Divining Top
Dragon's Horde
Primevals' Glorious Birth
Balefire Dragon
Tuesday, July 20, 2021
Rules Review
Hey, the creator behind the BoshNRoll YouTube channel has done a tournament rules review and I found it to be a pretty good way to spend an hour of my time. The layers explanation was especially helpful.
I've been trying to follow some channels like PowrDragn, ThrabenU and the aforementioned channel to draw some inspiration but also hear people talk about their play decisions. It's been pretty neat!
But I still would like to sit down for more games this year, so let's hope that can happen soon.
Thursday, July 15, 2021
Commander: The Ur-Dragon
Instant | Artifacts 1 Fist of Suns 1 Herald's Horn 1 Mirror of the Forebears 1 Armillary Sphere 1 Commander's Sphere 1 Darksteel Ingot 1 Dreamstone Hedron 1 Lightning Greaves 1 Nihil Spellbomb 1 Sol Ring 1 Wayfarer's Bauble |
Enchantment 1 Kindred Discovery 1 Monastery Siege 1 Palace Siege 1 Crucible of Fire 1 Dragon Tempest 1 Frontier Siege 1 Curse of Verbosity 1 Curse of Opulence 1 Curse of Bounty 1 Elemental Bond |
Sorcery 1 Fortunate Few 1 Fractured Identity 1 Crux of Fate 1 Painful Truths 1 Earthquake 1 Cultivate 1 Farseek 1 Kodama's Reach 1 Rain of Thorns |
Lands 1 Crucible of the Spirit Dragon 1 Haven of the Spirit Dragon 6 Mountain 3 Swamp 3 Forest 3 Plains 3 Island 1 Path of Ancestry 1 Arcane Sanctum 1 Command Tower 1 Crumbling Necropolis 1 Frontier Bivouac 1 Jungle Shrine 1 Mystic Monastery 1 Nomad Outpost 1 Opulent Palace 1 Sandsteppe Citadel 1 Savage Lands 1 Seaside Citadel 1 Vivid Crag 1 Vivid Creek 1 Vivid Grove 1 Vivid Marsh 1 Vivid Meadow
|
Creatures 1 O-Kagachi, Vengeful Kami 1 Ramos, Dragon Engine 1 Scalelord Reckoner 1 Boneyard Scourge 1 Territorial Hellkite 1 Taigam, Ojutai Master 1 Wasitora, Nekoru Queen 1 Ryusei, the Falling Star 1 Scourge of Valkas 1 Utvara Hellkite 1 Sunscorch Regent 1 Deathbringer Regent 1 Hellkite Charger 1 Tyrant's Familiar 1 Atarka, World Render 1 Bladewing the Risen 1 Broodmate Dragon 1 Crosis, the Purger 1 Dromoka, the Eternal 1 Intet, the Dreamer 1 Kolaghan, the Storm's Fury 1 Niv-Mizzet, Dracogenius 1 Ojutai, Soul of Winter 1 Scion of the Ur-Dragon 1 Silumgar, the Drifting Death 1 Spellbound Dragon 1 Teneb, the Harvester 1 Steel Hellkite 1 Orator of Ojutai 1 Dragonlord's Servant 1 Dragonspeaker Shaman 1 Savage Ventmaw |
Tuesday, July 13, 2021
Forgotten Realms Overview
I swear, Modern Horizons 2 hasn't even cooled off yet but here we are with the Forgotten Realms expansion.
So let's talk about it.
After my initial impression of the set, I was hoping that once we saw the whole thing, I'd be won over and interested in giving Forgotten Realms its due. Unfortunately, I've found that the more I looked at it, the cooler I became towards the set. It feels stuffed with art and names and fluff but less with solid, interesting mechanics, or giving players a genuine sense of setting. Is this a problem of being released in the shadow of one of the most bonkers sets WotC has done, or is there less meat on the bone?
The Class subset of enchantments are an interesting example. A Saga players can 'level up' as desired? That's neat! It gives players options and uses Enchantments in mechanically interesting ways, while being a good mana sink so there are options across many formats. But there are twelve of them. Was that necessary, or is that just trying to shove all the D&D things in it can? How much room to grow is there? They've...done all of them.
I'm not saying that there cannot be Monks or Barbarians in Forgotten Realms but Magic sets are just as much about what is not there as they are about what is. That contrast helps give the Plane identity and defines the unique properties just as much as art and mechanics do. What it seems like is that Forgotten Realms is trying to throw everything in a blender and then at the wall in order to appease...everyone?
Let's talk about what I see as one of the big shifts: the die rolling. This is a big deal because Magic is already a game with a great deal of variance, so a mechanic that steps up the variance is a massive questionmark in my mind. When it's appeared in an Un set, it's a different story because we know those sets are supposed to be a more relaxed version of the game. On the other hand, rolling dice is so important to D&D that I'm almost surprised there aren't more. And White not having a card involving this mechanic seems weird-even Paladins roll dice.
That said, they generally did the correct thing and make it so you can't miss on most of the cards. Even on the pushed card- Delina, Wild Mage- this mechanic isn't likely to break out of limited and that's probably for the best.
Lastly, we've got the dungeons. Here's an idea that I wish they'd taken further! But it's absolutely a Limited mechanic and likely a Commander annoyance. The shortest dungeon takes three triggers to complete, with the longest taking seven.
Forgotten Realms has 36 cards that care about dungeons but not all of them let you venture, and more than a few aren't under your control as a player.
Heck, in some ways I think you can look at one card -Dungeon Descent- and take what you need about this mechanic, in the same way that you could look at Base Camp from Zendikar Rising and draw your conclusions about whether or not Party was worth your time.
There's no logical reason I can see for either of those lands to ETB tapped, but they both do, which means they punish you for wanting to play the mechanic WotC invested in. On top of that, Dungeon Descent wants to use 4 mana, plus the land, PLUS a creature you control and you can only do this as a sorcery.
What payoff are you working for that costs so much? It really feels like dissuasion, not encouragement.
But wait. The spoiler from the Commander set for Forgotten Realms has been released. Add another five cards to that. Is this interesting or good enough to make it in Commander? Can a dedicated Dungeon deck actually work? I think it would be cool if it did, I just don't see the pieces coming together. (It's also a place with more die rolling, which again for the more casual tilt of the format, makes sense).
So I'm getting the sensation that this set is a Commander set, maybe even an Un set, rather than a Magic set. My friend Sean has noted that nothing seems very cohesive and nothing connects to the larger Magic universe-which is, admittedly, on purpose. These mechanics aren't going to come around again-unless they do another D&D set.
But how are they going to make that set feel different from this one? This already feels generic. There's something incredibly forgettable about Forgotten Realms.
Lastly, while I don't think this is bad, I do wonder if having so many cards with italicized text before an ability will be confusing to new players. Moon-Blessed Cleric doesn't have an ability called Divine Intervention, for example-and possibly gets more confusing when players discover there's already a Divine Intervention card.
Maybe it doesn't matter but I would prefer to err on the side of less confusing, especially since it's essentially flavor text but it's flavor text in a place where that doesn't usually go.
As a result, this set is hard for me to look at because I'm just not sure who it's for, what the audience it's looking to serve is asking.
In White, I'm surprised to see the return of phasing as a thing. Guardian of Faith seems cool but also extremely situational. I do like Minimus Containment and I'm interested to see if stapling Enlightened Tutor to a creature (Moon-Blessed Cleric) is a strong enough idea.
Cards that are going into my Garbage Cube: Flumph, Half-Elf Monk
Blue's suite of cards are a bit weirder and much if that is owed to the die rolling. But Tasha's Hideous Laughter is quite the nasty card for milling decks. Exiling cards like that is probably going to surprise a few people. There's also a Dragon Turtle and it's hard to be upset about that.
Cards going into the Garbage Cube: Sudden Insight and Contact Other Plane.
Black probably has one of my favorite wins in the set in Check for Traps, with Gelatinous Cube coming in close second. The reliance on the use of Treasure mana though makes things pretty weak as cards don't seem worth it unless you have a Treasure and the acquisition of Treasure doesn't seem very consistent.
Cards going into the Garbage Cube: Forsworn Paladin (it's...bad), Herald of Hadar
Red, oddly, has fewer die rolling cards than Blue (10 vs 12)-which is strange because the chaotic element of die rolling has traditionally highest in Red. There isn't much that I'm finding likable here though. I'm not fond of the "Pack Tactics" mechanic and I don't know that Goblins needed any help or gets anything unique here. I do like You Find Some Prisoners, though. Neat set of options there.
Cards going into the Garbage Cube: Tiger-Tribe Hunter, Farideh's Fireball.
Coming to Green, as we do there's Circle of Dreams Druid which is going to draw every piece of removal opponents can throw at it. You Find A Cursed Idol is nice and Werewolf Pack Leader is too efficient to ignore.
Cards going into the Garbage Cube: Loathsome Troll, Wild Shape
The Other Stuff is something I wish I could get excited about-there's nothing awful about it but I'm not gravitating to anything either. The exception is the creature lands: those are cool and I'm glad to see new versions of those, because they're always welcome and never useless.
The card going into the Garbage Cube: Treasure Chest.
And that's it. I don't know that I'm viewing this set negatively because of Modern Horizons 2 but I do feel like this set isn't just a step down in power level but it's a step back in the qualities that make Magic engaging to me as a game-a unique property. The way that they pulled other source material into Magic just doesn't feel like it jibes with the game and that's unfortunate, honestly.
If there was something that I thought would go easily into Magic it would be a D&D setting. But they seem to be opting to put in a D&D game instead and I am not feeling it.
Thursday, July 8, 2021
All of the Time
(Ed. note: I meant to post this on Tuesday but...)
The addition of Black was a quick experiment. The option to add Hunted Horror and Clackbridge Troll was too good.
Tuesday, July 6, 2021
Hope They Never See Me Fall
I think I stumbled on an answer: Reverent Mantra. Honestly, I believe this card is strangely forgotten, but it's pretty good.
I'm keeping the one Force of Will I have one, because it's Force of Will.
However, a couple copies of Reverent Mantra gives me a total of three spells that I can cast for free (under the right circumstances) to get my Scary Critturs on board.
I've also replaced Nahiri's Binding with Conclave Tribunal for two reasons. First, the Tribunal can hit more permanents than the Binding can and second, I can use the small creatures that wouldn't have much use in the midgame for mana. It's something, at least.
The tests have been positive! Games against Noah and Fuz have said that this deck is...well, it's about as good as it can be. It's goin to suffer against ago decks but against others it really can have a shot. And sometimes, it just drops a 12/12 on turn two or three. I'll take that.
In the meantime, the Mantra has been an absolute rockstar of a card, doing exactly what I hoped it would. It's been giving me an opportunity in games that I didn't have before. That's cool, for a card printed in one of Magic's worst blocks.
4 Hushbringer
4 Hunted Phantasm
2 Hunted Lammasu
1 Phyrexian Dreadnought
3 Eater of Days
4 Tocatli Honor Guard
4 Banishing Light
2 Conclave Tribunal
4 Accumulated Knowledge
4 Stifle
3 Anticipate
1 Force of Will
2 Reverent Mantra
4 Hallowed Fountain
4 Hengegate Pathway
7 Plains
7 Island
Thursday, July 1, 2021
Names Are Hard
I think they've made a mistake with the next Magic set. I want to be clear up front: I do understand what's going on here but I think the execution is a problem. Specifically: they want to give you the sense of playing a D&D game instead of giving players the sense of playing in a D&D realm, and I think this shows up most in the names of the cards.
Check out the new cards from the Adventures in the Forgotten Realms (Forgotten Realms from here on out) set.
Some of these card names are pretty standard for Magic: Battle Cry Goblin, Werewolf Pack Leader, Devour Intellect. I wouldn't be surprised to see a card with that name in any set. Even something as silly as Froghemoth is pretty on brand for Magic.
Others I can't believe they hadn't used the word already, like Fly or Wish. Flying has been around since the game's inception, and wishing not long after.
However, with most of the instants, while I appreciate the intent, cards like You See A Guard Approach or You See A Pair of Goblins are jarring. Magic has a story riding on its game, it isn't a story you play and the use of second person pulls me right out of the game. This isn't a D&D adventure and the attempt to make it feel like one, while clever, doesn't work for me.
It will undoubtedly make for amusing gameplay moments, when some players riff off these statements, and I can see someone being interested enough to actually create a story off these cards. I find it weird though, and less like I am commanding a game and more like I'm stuck in a story.
It's taken to a different immersion break with +2 Mace. There isn't even a lampshade over that card: it's just flat out saying what it is. They think there's a joke there but if there is one, what is the punchline? That card is literally saying what it is and, to my knowledge, people playing D&D don't call their weapons by such names. It's just a copy/paste from a rulebook-one that isn't even in Magic.
It's flat out defying players to engage in a fantasy setting.
Then there are the Very Eighties Names: Icingdeath, Frost Tyrant, Adult Gold Dragon, The Book of Vile Darkness, Purple Worm, Power Word Kill, Flameskull...I mean can't you just see the heavy metal album covers? There's something both awesome and icky about that, especially if you have any knowledge of what heavy metal album covers looked like.
Worse, they're references for something that feels dated, instead of cool. Like, Black Sabbath is cool but clearly doesn't sound like modern heavy metal, whereas there's nothing exciting about Bush when thinking about the grunge era vs. our modern fuzzed out rock bands. (I bet you didn't even remember Bush was a band until now.) Nostalgia in the worst sense, a shine being put on something that at the time was the best they could do but the bloom came off that rose quickly. Now we're stuck with it, instead of improving on it.
Finally, there's the sadly banal names, like Black Dragon, Green Dragon, Dueling Rapier or Fifty Feet of Rope. Again, these things worked fine when they came up with them nearly 50 years ago. But now...calling something what it is feels generic. It's anti-worldbuilding.
There's always going to be a card in Magic called Fifty Feet of Rope and no one is going to be intrigued or excited about that.
Perhaps what I'm experiencing is similar to what new players who got into Magic around the Time Spiral era went through. I got a lot of the references in Time Spiral block, because I've been playing since Ice Age. But at least those references were to Magic-there was a place for new players to go who enjoyed the game they were playing, to enrich their knowledge and fun.
I understand that there are a lot of references in Forgotten Realms but those references aren't for me. They're for someone else, maybe someone who doesn't play Magic at all. But my issue is that these references arrive in a way that doesn't feel like visiting Forgotten Realms, but instead visiting a game of Forgotten Realms.
Maybe there wasn't a better way to do this; maybe the point is that Magic, a game that is built off of the foundation that D&D built, must feel dated in order to give people that sense of where Magic came from. Even though D&D has evolved significantly from it's 70's roots and the 'satanic panic' to youtube series with celebrities, at least in some aspects, we're saddled with what people remember, and less with what currently is.
Which is a shame. D&D is more than it ever was, and Magic should be, too.