Wednesday, November 12, 2014

Lessons in Commander Etiquette

After picking back up in Magic the Gathering last fall, I've really enjoyed the Commander format. Unlike some of the other constructed formats, Commander is a casual singleton format so you only need one copy of a given card (instead of 4) and most people are interested in big plays and fun for everyone with less emphasis on outright winning.

This atmosphere is heavily dependent on who you are playing with and in the ~7 games of Commander I've played so far, I've had 4 good games. The 3 not so good games were warped by one player who completely dominated the game at the expense of every other player.  I know which player I want to be, but sometimes it is hard to tell which actions fall in each camp.

Yesterday, I got to play two games, one good, one bad, and I actually won the second game. That is the first time I have ever won a game of Commander that wasn't with one of my family members.  I played Marath, Will of the Wild as my commander and my deck exploded with lots token generation and machine gunning from Marath.  I played against Zedru with lots of thieving and not-so-nice giving; Zenagos, God of Revels with big monsters; and Marchesa, whose counter filled goodness could never be removed from the board. My first game of the night had shown me how quickly Marchesa can build the damage, so when someone played a spell that forced all that lethality to point at me, I took the opportunity to remove Marchesa in the only fashion I could see that would be effective and I tucked her into her players deck.

The problem is that this really crippled the other person's deck and mostly removed them from the game. Not much fun for them.  After the game I realized that I had had a different way of getting Marchesa off the board without ruining the game for that one player, a major component of the strategy of the deck that I had completely forgotten about.  I also realized that majorly problematic spells should be saved for special situations. Some lessons I learned from last night's game:

  • Don't use "fun crushing" mechanics like commander tucking, universal permanent bouncing, etc. when you are in a dominant position unless you can win that turn, and within five minutes, by doing so. No one like a sore winner any more than a sore loser.
  • Even when you are behind, reserve "fun crushing" mechanics for those players whose violate the casual nature of the game, not simply for those players who are winning.
  • Preemptive strikes carry lots of bad political credit and should be kept to a minimum. Wait until the big bad is pointed at you before you make your move, or turn your intervention into a political maneuver that at least one other player will benefit from, and make sure that they know it.
  • People don't like theft of their commanders. People don't like tucking their commanders. Use both sparingly.
Last nights second game had a lot of good going. I think the Marchesa player will forgive me and I tried to be kind once I had eliminated the obvious threat. I was the new guy, however, and I hope that my actions didn't come across as the "fun at everyone else's expense" kind of player that I don't like playing with.

Friday, August 22, 2014

Hearthstone

(Note: This entry is about the online CCG "Hearthstone" from Blizzard, and not the city management game "Stonehearth" from Radiant Entertainment.)

I recently had the chance to check out the online collectible card game "Hearthstone" being produced by Blizzard. It is in open beta right now (though that term is getting more ambiguous in game development). I set up a free account and spent some illicit hours testing the game when I should have been doing other, more productive activities. Here is a quick summary of my thoughts on the game.

The Positive: Hearthstone has the production quality you would expect form a game from Blizzard, especially as it uses intellectual property from Blizzard's flagship World of Warcraft. The artwork and voice acting (what there is of it) are top notch and the overall feel of the game is coherent and charming. In regards to gameplay, the different characters felt pretty unique with each one having distinct strengths and weaknesses.

The Negative: It is early in Hearthstone's development, so I may have to keep and open mind and check back again later, but at the moment the game lacks strategic depth. Some abilities were extremely powerful (e.g. "charge", "taunt") while others seemed underpowered by comparison (e.g. "divine shield", "stealth"). Perhaps this view comes from only using the starter cards and the balance is more evident on cards you get from packs. Packs, however, were not that simple to obtain short of shelling out several dollars. The game felt like I would have to grind a lot and pour hours into it to obtain cards. Also the different character abilities felt unbalanced with direct damage, protection, and healing being extremely versatile while other abilities were rather lackluster. Gameplay overall was repetitive with really only one best strategy. Again this may be because I only was using starter cards, though this lack of strategic diversity in your entry level product is poor game design and poor business.

Hearthstone seems like a well produced little game that requires too much time investment at the moment to get much diverse gameplay. Since it is early in the life of the game, I will have to try back some other time to see if things improve.

Sunday, June 29, 2014

Nekusar: Wheel of Pain

This is another Magic: the Gathering deck I've put together for the Commander/EDH format based around the commander Nekusar, the Mindrazer.  This is the first deck that I've put serious effort into acquiring cards for and the deck I've put together has a decent power level while hopefully not being oppressive to the rest of the table.  Thanks to some playtesting with Ben, I was able to determine some weaknesses in my original build (not enough creatures, not enough discard) and have modified it to include more of the spectre creatures to prevent opponents from getting much benefit out of all the extra cards Nekusar gives.  I can't wait to take it for a spin during the next Commander night at my local game store.

Commander
1Nekusar, the Mindrazer
Creatures
1Avatar of Woe
1Charmbreaker Devils
1Consuming Aberration
1Doomsday Specter
1Duskmantle Guildmage
1Entropic Specter
1Fate Unraveler
1Fiend of the Shadows
1Hypnotic Specter
1Jace's Archivist
1Kederekt Parasite
1Liliana's Reaver
1Meletis Charlatan
1Nightscape Familiar
1Nightveil Specter
1Niv-Mizzet, the Firemind
1Psychosis Crawler
1Scythe Specter
1Shimian Specter
1Thoughtrender Lamia
1Viseling
Spells
1Anger of the Gods
1Arcane Melee
1Blue Sun's Zenith
1Crawlspace
1Curse of the Swine
1Darksteel Ingot
1Decree of Pain
1Dimir Keyrune
1Fanning the Flames
1Fireball
1Incendiary Command
1Killing Wave
1Library of Leng
1Liliana's Caress
1Megrim
1Mizzium Mortars
1Molten Psyche
1Obelisk of Grixis
1Otherworld Atlas
1Pestilence
1Price of Knowledge
1Propaganda
1Prosperity
1Red Sun's Zenith
1Reforge the Soul
1Skyscribing
1Sol Ring
1Spiteful Visions
1Starstorm
1Street Spasm
1Sudden Spoiling
1Talisman of Dominance
1Talisman of Indulgence
1Teferi's Puzzle Box
1Temple Bell
1Underworld Dreams
1Whispering Madness
1Windfall
1Words of Waste
Lands
1Ancient Tomb
1Barren Moor
1Bojuka Bog
1Command Tower
1Dimir Aqueduct
1Dread Statuary
1Evolving Wilds
1Forgotten Cave
1Grixis Panorama
6Island
1Izzet Boilerworks
1Lonely Sandbar
6Mountain
1Opal Palace
1Polluted Mire
1Rakdos Carnarium
1Remote Isle
1Smoldering Crater
9Swamp
1Temple of the False God
1Terramorphic Expanse

Monday, May 26, 2014

Gabriel Santiago: Double Run

This deck was originally built with Andromeda, but has mostly burst economy and since it uses Doppelgänger to double runs I thought Gabriel might give you more threat options while providing a little extra economy.


Gabriel Santiago: Double Run (45 cards)


Gabriel Santiago: Consummate Professional
Event (21)
2 Account Siphon
3 Dirty Laundry
3 Emergency Shutdown
3 Forged Activation Orders
3 Inside Job
2 Lawyer Up
2 Special Order
3 Sure Gamble

Hardware (5)
2 Doppelganger
3 Prepaid VoicePAD

Resource (6)
1 Aesop's Pawnshop ••
3 Armitage Codebusting
2 Bank Job

Icebreaker (8)
2 Corroder ••••
2 Faerie
2 Femme Fatale
2 Gordian Blade ••••• •

Program (5)
3 Crescentus
2 Datasucker ••

Monday, March 24, 2014

Mayael: Mistress of Beasts

Here is my first version of making a commander deck using Mayael the Anima.  It is rather pricey, so will probably only ever get played digitally, where I have access to all the cards.  I am working on making a more budget version for my daughter to play.  She build a commander deck using Mayael, but it needs a bit more punch than it currently has.  I hope to give it that before too long.


//Commander
1Mayael the Anima
//Creatures
1Archetype of Aggression
1Archetype of Endurance
1Avenger of Zendikar
1Balefire Dragon
1Blazing Archon
1Bogardan Hellkite
1Changeling Berserker
1Drumhunter
1Elvish Piper
1Garruk's Horde
1Gisela, Blade of Goldnight
1Godsire
1Hamletback Goliath
1Inferno Titan
1Malignus
1Molten Primordial
1Mycoid Shepherd
1Oracle of Mul Daya
1Paleoloth
1Rampaging Baloths
1Sakura-Tribe Elder
1Seedborn Muse
1Solemn Simulacrum
1Soul of the Harvest
1Spearbreaker Behemoth
1Spellbreaker Behemoth
1Stalking Vengeance
1Steel Hellkite
1Sun Titan
1Utvara Hellkite
1Vagrant Plowbeasts
1Vigor
1Yavimaya Elder
//Spells
1Asceticism
1Aura Shards
1Chromatic Lantern
1Coalition Relic
1Condemn
1Cream of the Crop
1Crystal Ball
1Darksteel Ingot
1Defense of the Heart
1Eladamri's Call
1Expedition Map
1Fires of Yavimaya
1Hallowed Burial
1Hammer of Purphoros
1Land Tax
1Lurking Predators
1Mana Reflection
1Mayael's Aria
1Mirari's Wake
1Path to Exile
1Quicksilver Amulet
1Return to Dust
1Rings of Brighthearth
1Scroll Rack
1Sol Ring
1Swords to Plowshares
1Thousand-Year Elixir
1Warstorm Surge
1Where Ancients Tread
1Worldly Tutor
1Wrath of God
//Lands
1Ancient Tomb
1Clifftop Retreat
1Command Tower
8Forest
1Homeward Path
1Jungle Shrine
1Kessig Wolf Run
1Mosswort Bridge
2Mountain
1Naya Panorama
2Plains
1Rogue's Passage
1Rootbound Crag
1Sacred Foundry
1Spinerock Knoll
1Stomping Ground
1Strip Mine
1Sunhome, Fortress of the Legion
1Sunpetal Grove
1Temple Garden
1Temple of Abandon
1Temple of Plenty
1Temple of the False God
1Temple of Triumph
1Winding Canyons
1Yavimaya Hollow

Sunday, March 10, 2013

Smiling Red


My wife wanted a new thumbnail picture for her Facebook page.  (Our use of Facebook tends to be infrequent and sporadic.)  I took up the challenge as a chance to learn some digital coloring techniques and practice full figure drawing -- as opposed to the busts I normally doodle.  I really learned a lot especially how two colors change their apparent hue when placed together.  I can see all the flaws and I still have a long way to go before I will be happy with anything I draw, but I really like the result of this exercise.  (Note that my feelings are heavily biased because of the subject of the portrait.)

Saturday, March 2, 2013

Heart at Disney still

I just saw an animation that made me want to hug my daughter close and tell her that I love her; it made me sad that my wife was not right beside me and yet happy that she will be beside me soon; it made me fall in love with my wife again.  What surprised me was that it came from Disney.

Ever since the insipid "Home on the Range", Disney films have held no appeal for me until the acquisition of John Lasseter as Creative Director at Disney.  During this same period, Disney abandoned 2D animation as a thing of the past and shut down or sold off most of their 2D animation department.  From then on all Disney films were polished CG models with no personality and no heart.  It was a desperate move of desperation when Disney purchased Pixar from Apple as Pixar's distribution contract with Disney near its termination.  Pixar had found, even in their trademark 3D style, the heart and feeling that Disney had lost.

After acquiring Pixar and under the creative direction of John Lasseter, Disney began searching for the emotional connection it once had.  Unfortunately, old habits die hard and we were given two "princess" movies to expand Disney's merchandising.  Don't get me wrong.  I've enjoyed "The Princess and the Frog" and "Tangled" immensely and would consider purchasing them to watch again.  It was certainly more flavorful fare than "Chicken Little" (I've never seen this one.) or "Bolt."  But as I watched those films, I could clearly see the creative team fighting with the business office.

"We want to tell a really good story," says the creative team.

"It has to have a princess,"  says the business office, "to add to our 'pantheon.'  And she has to have a prince to marry so that we can bring in the date night crouds.  And there have to be a few talking animal sidekicks to increase the merchandizing."

"But what about our good story?" wails the creative team.

"Stories aren't as important as selling stuff."

In "Tangled" Disney did a little better than in "The Princess and the Frog."  The sidekick didn't exactly talk and the prince didn't actually start out as a prince.  I haven't seen Disney's latest animated feature, "Wreck-it Ralph" but I have been mildly interested as it also involves the pixel art video game style of my childhood.  Then today I saw the ultimate compelling reason for seeing this film.  It was shown with a short--a unique ocurrence for a modern Disney film in spite of John Lasseter's insistence that animators should continue to produce them.  In those roughly 4 minutes of animation, I saw all the beauty and emotional connection that Disney has lacked for nearly 10 years.

So now I want to have a date with my wife.  And I know what we will watch.

*EDIT: Sorry. Blogger has done it to me again and cropped the video. You can watch the thing properly here.