Tuesday, October 31, 2023

The Retired: Name of the Game

It really just became time to admit that the Blue/Black version of this deck from 20 years ago, was much better.

3 Patagia Viper
3 Raven Familiar
3 Wirewood Elf
3 Chasm Skulker
3 Seedborn Muse
1 Verdant Force

4 Symbiotic Deployment
1 Verdant Embrace

9 Island
9 Forest
1 Simic Growth Chamber
1 Alchemist's Refuge
4 Temple of Mystery

3 Temporal Spring
3 Ponder
3 Fallow Earth
3 Plow Under
3 Donate

I wanted to love this so much. Donate Symbiotic Deployment to deny your opponent cards? Let's do that!

I suppose part of the problem was in the follow up plan: Fallow Earth and Plow Under might be backbreaking if I'm ahead, but Wirewood Elf and Patagia Viper are not the cards that help put me there. 

The other one is that the old school Donate/Illusions decks really did do this better. Why stall out the game when you can win it? 

Thursday, October 26, 2023

The Retired: Creeping Death

 I haven't touched this deck since Urea's Block and it shows, right?

2 Skull of Orm
3 Smokestack
3 Chimeric Sphere

2 Opal Acrolith
1 Opal Archangel
2 Opal Champion
2 Opal Gargoyle
1 Opal Titan
1 Lurking Evil
2 Lurking Skirge
4 Tainted Aether

3 Mortify
4 Dark Ritual

3 Tainted Field
1 Serra's Sanctum
7 Plains
9 Swamp
4 Godless Shrine

2 Wrath of God
4 Vindicate

A very old notion for a control deck, this one wanted to use removal coupled with creatures that weren't always creatures to overwhelm the opponent. Sweep the board with Wrath of God, use Vindicate and Mortify to take out everything else

The trick is that a card like Opal Acrolith needs my opponent to do something for me to get a win condition. That might work in a Limited environment, especially when the card works with the others around it. In an environment with a bigger card pool, those necessities can leave me cold.

Then with cards like Lurking Evil, I could end up paying a ton of life for a sizable creature with evasion-but no protection. It can be chumped by the smaller fliers out there, and eaten alive by not just removal, but cards like Murktide Reagent. 

So let's let it go. 


Tuesday, October 24, 2023

The Retired: Back To The Primitive

I really wanted this deck to be a thing. Unfortunately, even after revamping it's just a RBG goodstuff deck that gets rescued by Pernicious Deed

1 Darigaaz, the Igniter
4 Thunderscape Familiar
3 Gravedigger
1 Boneyard Lurker
1 Doom Whisperer
1 Battle Mammoth
2 Toski, Bearer of Secrets
2 Immersturm Predator
4 Circuit Mender

3 Pernicious Deed

2 Darigaaz's Charm
4 Terminate
2 Play with Fire

3 Darigaaz's Caldera
3 Jund Panorama
6 Swamp
5 Forest
6 Mountain

3 Bond of Flourishing
4 Agonizing Remorse

9 Sideboard

SB: 3 Hurricane
SB: 3 Hull Breach
SB: 3 Duress

I suppose the biggest problem here is the lack of vision for this deck. If this is going to be a RGB goodstuff deck then...where's the goodstuff? If it's going to try to discount the GB spells then where's the enablers beyond four Thunderscape Familiars? 

This deck is all over the place and needs to be set to rest. I can reboot the idea sometime with mroe focus. 

Thursday, October 19, 2023

The Retired: Sunspots

 What a mess this one was/is. 

4 Energy Chamber
3 Engineered Explosives
4 Pentad Prism
3 Clearwater Goblet
2 Golem Foundry
2 Lux Cannon

2 Treasure Hunter
4 Etched Oracle
4 Skyreach Manta

3 Inexorable Tide

2 Clockspinning

2 Swamp
1 Vivid Crag
1 Vivid Creek
2 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Academy Ruins
2 Mountain
2 Island
6 Forest
2 Plains
2 Tolaria West

4 Rampant Growth

I get what the concept is: just abuse the ability to put counters on things to win. But whoa, what a bunch of nonsense. So many 'well it'll be neat if it works!' ideas without dedicating to an idea that would work.

It'll be good to dismantle this one: it is just so clunky. The manabase is all over, the consistency just isn't there and at no point is this deck truly doing something powerful. 

Tuesday, October 17, 2023

New Boosters

 They're changing the way boosters are being done again.

Honestly, I'm not bad about it. I've said before that there are too many products and they're just confusing customers with all of this nonsense. 

And as a product, I think that Play Boosters seem just fine: they allow for a Limited experience, which is important for community reasons, and a collector experience, which is important to other players. 

All in all I think this is a good thing and hope it makes for a better experience for us.

Thursday, October 12, 2023

The Retired: Joyful Reunion

 Joyful Reunion is one of those decks that has a better combo that I'm just stubbornly refusing to utilize. 

2 Birds of Paradise
4 Carrion Feeder
4 Heartmender
4 Juniper Order Ranger
4 Kitchen Finks
2 Melira, Sylvok Outcast

2 Abeyance
4 Tragic Slip
2 Silence
3 Altar's Reap

7 Forest
1 Murmuring Bosk
3 Plains
2 Swamp
2 Evolving Wilds
4 Sandsteppe Citadel
4 Shattered Sanctum

2 Safewright Quest
2 Caravan Vigil
2 Oust

The original combo involves Melira, of course, but then sensibly used Murderous Redcap and a sacrifice outlet to win. Using Kitchen Finks is a great way to not die, but it isn't as effective a way to win. 

So, like many almost got there decks I have, the Glory of Cool Things is winning out over doing something well. If the deck was still fun, I suppose that wouldn't matter, but I just haven't put that kind of spin on it-and I don't know that I can. So let's let it go.

Tuesday, October 3, 2023

Late To The Party: Surge 2

There is a lot to like about the Surge 2...but in the end it asked me to git gud one too many times and hid too many things behind doors I couldn't open.

I've played enough From Software games to know that the difficulty level is high, so any game following in the From model isn't an automatic turn off for me. And the Surge 2 did a lot rigbt!

There was a neat setting, with some excellent level design. I always felt glee when I discovered a new passageway around an area. The shortcuts felt earned, and as if they respected my time: Hey, you did the slog already. Here's a way to avoid that. 

The battle system reminds me of Bloodborne in its pacing. A more staccato move-strike-move element to it than many other games of the genre, that rely on a more plodding rhythm. I vastly prefer this style of combat so I felt like I adapted to this well. 

But, the first git gud moment-the Little Johnny battle- was almost enough to get me to quit. Given the responses I saw online, I wouldn't've have been the first person to decide that they were done with the Surge 2. Fortunately for the game devs, I was sick that week and what else is there for me to do but dedicate some time and really ace this battle!

Which I did. So well, in fact, that I walked out of it with full health. 

OK, that feels good let's-wait. There's another boss fight right now? That I am getting my ass kicked by? 

Ah. Yes. The real "git gud" training moment. 

Admittedly, it was my fault for not banking my experience: I've played enough Soulslike games to know that if you have the opportunity to save and use your exp, you do it. I got cocky, the game reminded me of that, and I kept at it. I still felt rewarded: more secret passageways, more demonstrable mastery over the combat system. The grind wasn't too bad. 

Then I got to the second environment and the game decided to test my blocking skills, which I had none of. 

Git Gud, baby. 

Except this test was being brought by a basic enemy of that environment. The first one and while I was able to work out how to beat it, every time I fought this enemy it was a slog, not a demonstration of my further skills over the combat. And they were all. Over. The. Place. Because as with any Soulslike, every time I died, they respawned. 

I didn't feel good about this and instead of looking at these opponents a something I knew how to beat, I just felt dreary having to do it over and over again. It didn't help that the enemy lock-on feature (one that is incredibly helpful for this particular enemy) was a little too easy to unlock from said enemy. This meant that at critical times, the camera would swing wildly around and I'd get punished for something that didn't feel like my fault.

There was one other thing I found frustrating and that was this: early in the game the player comes across ziplines that are clearly meant for future yse. And while I acknowledge that this is a good way to prevent players from getting into places they shouldn't before they are ready, it started to feel like they were everywhere. 

Then I realized that there were two different kind of ziplines! As in: I would need two different kind of hooks to access them. When those lines would go to someplace that I could see-that I had already explored!-it felt really, really bad. 

It's a shame, because I was enjoying so many other things about the Surge 2! There is talent on display and knowledge, at least in some ways, of how to reward players in a decent gameplay loop. Heck it might even be for gamers who are, frankly, better than I am at videogames. 

But the makers of the Surge 2 do have a new game coming out soon and I'll admit, I'm interested.