Category: Gaming (page 20 of 73)

Building a Legacy

Courtesy Wizards of the Coast
Art by Mike Bierek

Now that I have played an official Legacy event of Magic: the Gathering, I find myself even more interested in this robust format. Specifically, I’m curious about a number of the decks in the format. I saw quite a few at the event, running all sorts of strategies from naked flat-out aggression to well-paced control to insane combinations. I’m not sure which setup is best for me, and I’m looking into a few archtypes to try and determine what will be the most fun for me to play, as well as providing wins.

By no means does this mean I’m done with Light Up The Night. As a low-cost entry into this format, I think it’s still got teeth. It does an obscene amount of damage in a very short amount of time. It may remain my go-to aggro deck for a while, possibly growing into something like Delver or Storm. What follows are some of the other decks I’m looking into; you can click on their titles to read more from the MTG Salvation forums, one of the best resources for deck-building ideas out there.

Remember when I used to disparage net decks? Good times…

Death & Taxes

This is a control deck that I think would throw a lot of people. It’s a mono-white deck that lacks some of the punch of top-tier multi-colored decks, but what it does is rather insidious. It’s various means of battlefield and deck disruption mean it’s incredibly versatile against a great deal of opposing wizards’ tricks. The drawback, other than the obscene price of the Karakas land, is that you need to know both your deck and that of your opponent inside and out, anticipating incoming plays and being prepared for a variety of answers. As I’m still new to the format, it will take a while before I’m at that level of play.

Enchantress

I like decks that don’t necessarily rely on doing a ton of damage out of the gate. Like Death & Taxes, Enchantress seems indicative of versatility. Behind the card-drawing of the two main cards that give the deck its name ([mtg_card]Argothian Enchantress[/mtg_card] & [mtg_card]Enchantress’s Presence[/mtg_card]), any number of enchants can drop to manage the battleground. [mtg_card]Moat[/mtg_card] is the go-to long-term one, but it is expensive. It makes Karakas look like something from a yard sale. However, that may be the biggest hurdle to putting this one together, eventually. I really like the notion of building up a “wall” of shrouded enchantments (meaning my opponents cannot target them), rousing an army of angels thanks to [mtg_card]Sigil of the Empty Throne[/mtg_card] and [mtg_card]Luminarch Ascension[/mtg_card], and offering my opponent an honorable surrender before calling down the avenging wrath of the heavens.

Or something like that.

Stoneblade

This deck combines two things I really like: tokens and equipment. Tokens may not be the crux of the deck, but [mtg_card]Lingering Souls[/mtg_card] is one of my favorite cards. What I like about equipment cards is that they add my beloved versatility to any creature that wields them. Regardless of their role, be it a seeker of cards ([mtg_card]Stoneforge Mystic[/mtg_card]) or the shady voice in your ear ([mtg_card]Dark Confidant[/mtg_card]), they can become a powerhouse with the right equipment. With cards for discarding, enemy deck control, and even the support of the lovely but dangerous [mtg_card]Liliana of the Veil[/mtg_card], this deck gives me the flexibility, interesting plays, and flavor I’m looking for, and no one card is in excess of $100. Bonus!

If you play Legacy, I want to hear from you. What deck do you play? What’s your most difficult matchup? What would you recommend for a newbie like myself?

FNM: Opening New Doors

Courtesy Wizards of the Coast
Art by Svetlin Velinov

“Only a madman would create such a door. Only an imbecile would open it.”
– Flavor text from [mtg_card]Door to Nothingness[/mtg_card]

“Wow, that’s me all day long! Sign me up!”
– me

So in spite of the notion that I can give advice on Limited Magic, the truth of the matter is, I kind of suck at it. I can latch on to a color combination or a neat card trick way too easily and mess up my curve, miss a key bit of information from my pod, or just build a crappy deck. The last time I tried to draft at my closest gaming store, I tried to draft something like my Safety Dance deck. It didn’t turn out well.

Side note: this was my closest gaming store, not what I consider my ‘home’ friendly local gaming store (FLGS). I will still trek all the way up to Doylestown to actually hang out with like-minded Magic players, while going to the closest place when I need an FNM fix. Speaking of which…

I’m not sure how well Safety Dance will work at the nearby store. I will more than likely be taking my Grixis Superfiends deck to FNM tomorrow night. I know there are at least a couple people who run similar decks, and many others who built decks using some variation on the [mtg_card]Thragtusk[/mtg_card]/[mtg_card]Restoration Angel[/mtg_card] combination. I’ve never been one to strictly adhere to trends, but I can’t deny that Thragtusk is kind of ridiculous in terms of value. I was wondering how someone would utilize the card in a unique way while poking around on Something Awful, when someone mentioned “OMNIDOOR THRAGFIRE”. My curiosity was piqued.

Thanks to Travis Woo I have absolutely no reason to ever say another bad word about decks I find on the Internet.

[mtg_deck title=”OMNIDOOR THRAGFIRE!!!!!”]
Land
2 Glacial Fortress
3 Hallowed Fountain
4 Sunpetal Grove
4 Temple Garden
2 Overgrown Tomb
4 Hinterland Harbor
1 Steam Vents
1 Plains
1 Island
1 Forest
1 Alchemist’s Refuge
1 Kessig Wolf Run

Spells
2 Fog
4 Farseek
4 Increasing Ambition
4 Ranger’s Path
4 Supreme Verdict
2 Terminus
2 Sphinx’s Revelation
2 Temporal Mastery
1 Omniscience

Artifacts
3 Chromatic Lantern
1 Door to Nothingness
2 Gilded Lotus

Creatures
1 Thragtusk
1 Angel of Serenity
1 Griselbrand

Planeswalker
1 Nicol Bolas, planeswalker

Sideboard
4 Centaur Healer
1 Thoughtflare
3 Thragtusk
1 Planar Cleansing
2 Terminus
1 Temporal Mastery
1 Worldfire
2 Sphinx’s Revelation
[/mtg_deck]

Let’s turn it over to Travis to explain how the deck works in practice. Mr Woo?

The deck stalls with [mtg_card]Fog[/mtg_card], [mtg_card]Supreme Verdict[/mtg_card], [mtg_card]Thragtusk[/mtg_card], and [mtg_card]Terminus[/mtg_card]. It ramps hard with [mtg_card]Farseek[/mtg_card], [mtg_card]Chromatic Lantern[/mtg_card], [mtg_card]Ranger’s Path[/mtg_card], and [mtg_card]Gilded Lotus[/mtg_card]. It refuels with [mtg_card]Sphinx’s Revelation[/mtg_card]. It finds the missing pieces with [mtg_card]Increasing Ambition[/mtg_card]. And then … all hell breaks loose.

[mtg_card]Omniscience[/mtg_card] hits play. Nicol Bolas hits play. [mtg_card]Griselbrand[/mtg_card] hits play. Cards are drawn. [mtg_card]Increasing Ambition[/mtg_card] finds [mtg_card]Temporal Mastery[/mtg_card]. An extra turn begins. A massive [mtg_card]Griselbrand[/mtg_card] swings with a [mtg_card]Kessig Wolf Run[/mtg_card] pump. [mtg_card]Increasing Ambition[/mtg_card] is flashed back to find another [mtg_card]Temporal Mastery[/mtg_card] and a [mtg_card]Door to Nothingness[/mtg_card]. Another extra turn begins. Nicol Bolas ultimates. “Really?” The opponent asks. “Really?”

Yes.

YES!

And then we shut the door in our opponent’s face.

It’s this sort of unexpected weapon that really appeals to me. There’s a certain mad finesse to pulling off this win. I like finesse, especially in Magic. It’s why I lean towards using Blue as a primary color, other than the obvious branding tie-in. I may run mono-red in Legacy but that’s because [mtg_card]Force of Will[/mtg_card] is prohibitively expensive. I would need to pick up a few cards to make OMNIDOOR THRAGFIRE! work, but it may be worth doing, just to see the looks I’d get as soon as [mtg_card]Omniscience[/mtg_card] hits the table. What I love about a deck like this is its apparent impracticality. You simply do not expect a deck that runs only one copy of a particular combo to get there on a consistent basis, but from the looks of things, this deck has the chops to do it. We shall see!

I will favor you all with an after-action report on the latest FNM early next week. I’m curious to see how Niv-Mizzet and Rakdos work together in an actual competition!

Movie Review: Wreck-It Ralph

Courtesy Disney

It’s only recently that video games have come into their own in terms of storytelling. Certainly there have been some diamonds in the rough, but back when that form of entertainment was just getting started, story would at times extend only as far as the mechanics of the game. “Shoot the invaders.” “Defend the cities from annihilation.” “Eat pills, avoid ghosts.” “Save the girl from the ape.” That sort of thing. And in the fictional game Fix-It Felix, Jr., the designated villain, the Wreck-It Ralph for whom this film is named, sums up the story in one sentence: “I’M GONNA WRECK IT!”

Courtesy Disney

‘It’, in the context of the game, is the apartments built by the people of Niceland on what was once Ralph’s home. He wrecks the building, and the player of the game, controlling Fix-It Felix, Jr., fixes it. This has been going on for around 30 years, Ralph figures, every time a kid drops a quarter into the game. And now, Ralph wants to wreck something else: the way things are. Tired of being the bad guy all the time (despite the admonition of his support group that being bad is, in a way, good), he sets off through the arcade’s surge protectors and electrical cords to the shooter Hero’s Duty, to earn the sort of medal never given to bad guys like him. But what becomes of his game without its villain? What effect does he have on Hero’s Duty and, later, the saccharine kart racer Sugar Rush? And if your very nature, your very programming is to wreck things, can you really be heroic?

Parallels can be drawn between this movie and the seminal Pixar entry Toy Story: both involve playthings that are self-aware and define their worlds around the world outside inhabited by us human beings. Wreck-It Ralph goes a step further as it becomes clear that these characters have programming that they cannot escape. Ralph is a chaotic, destructive force by nature; Felix is a stand-up, white-bread, do-gooder no matter what; Sergeant Calhoun kicks ass and takes no prisoners; Vanellope von Schweetz can’t help but be a mix of annoying and endearing. Given this knowledge, it may seem on the surface that Ralph’s quest is doomed to fail, but the complexity of the character means that he’s just stubborn enough to go through with it despite the warnings and cautionary tales all around him.

Courtesy Disney

One of the things you may not expect about Wreck-It Ralph is that, for all of its surprise cameos and wonderful send-up moments, it is ultimately about not just identity, but truth. The truth, for example, is that there is no Fix-It Felix, Jr without Wreck-It Ralph, no matter how much the Nicelanders may fear or despise him. I can think of more examples, but I don’t want to venture into spoiler territory, so I will say that just as much as Toy Story is about the inevitability of time, Wall-E examines the lengths to which we go when we love each other, and Up deals with the human capacity for ongoing adventure, Wreck-It Ralph tackles the pursuit of personal truth in each of us. The video game setting is perfect for this: just like Ralph feels he can’t escape his programming, we often feel we can’t escape our own circumstances.

This is, of course, all relevant in hindsight, but don’t let the deeper or broader meanings of the film put you off from taking your kids to see it, or seeing it yourself. Wreck-It Ralph moves very well without sparing story points, even if at times some of the dialog can get a bit expository. The fact that it’s being delivered by a talented and well-chosen cast really helps in this regard. John C. Reilly is no stranger to hapless guys who get in over their heads (Chicago, among others) and gives Ralph enough charm to make him likable without detracting from the inherent streak of destructiveness that’s right there in his name, while Jack McBrayer conveys the goodness of heart necessary for a tireless fixer like Felix while betraying some hidden depths of his own (“Why do I fix everything I touch??”). Sergeant Calhoun is uncompromising, even when it comes to herself, and as much as she might be representational or a parody of characters from Gears of War or something, Jane Lynch makes her come to life as far more than just an armored pin-up. And as much as some may not like Sarah Silverman, her normal attitude disappears into Vanellope, and all we see is a glitchy little girl with big dreams.

Courtesy Disney
“I’m bad, and that’s good.
“I will never be good, and that’s not bad.
“There’s nobody I’d rather be than me.”

We are talking about a Disney movie, so while it takes off from an interesting premise and has plenty of depth and jokes to pull in the grown-ups, there is a through-line of identity and independence that’s pretty much the hallmark of Disney. However, the message it conveys is still relevant, and having Ralph be the main vehicle for it instead of a princess is an interesting change. That said, Calhoun and Vanellope are both solid female characters, ensuring there is literally something for everyone. With top-notch animation, fantastic set pieces, and yes, a slew of great send-ups for both my generation and those coming into gaming recently, Wreck-It Ralph is easily on par with the aforementioned Pixar entries.

Stuff I Liked: Plenty of cameos and shout-outs for fans of video games old and new. The consistency of characters’ animations, based mostly on their games. The use of the surge protector as “Game Central Station” complete with discernible sockets in the place of platforms & tunnels.
Stuff I Didn’t Like: As necessary as it was, the frequency with which the story had to stop to explain another aspect of the rules by which these characters exist bothered me a bit. It’s a minor nitpick, as the world-building worked and the story was still quite effective, but it’s the only one that really sticks out in my head.
Stuff I Loved: All four leads are fantastic, well-rounded, strong, and brilliantly voiced characters. The story works on multiple levels without any of the aforementioned expository dialog weighing it down. And is it odd that I want to play all of the games we saw in the film now?

Bottom Line: Wreck-It Ralph is a very well-balanced story that has just enough positive message conveyance for kids as well as jokes and moments of contemplation for adults, all wrapped up in an appealing retro arcade aesthetic that remains consistent and charming throughout. It’s worth your time to check out, even if you don’t have kids, and especially if you’re a kid at heart.

The Running Returns

Precognition
Art by Alexandra Douglass

I’ve mentioned the game of NetRunner off-handedly twice before. Back when I finally got around to sorting all of my old CCG cards, I found I still have my decks for the game. A couple weeks ago, I played the new iteration of the game, and many of its ideas hold up despite the intervening years, even if the game has changed in many significant ways. And it’s kicked some other ideas into overdrive, to the point that I feel I’m on the edge of something very interesting provided I motivate myself to carve out the time and space I need.

Let’s begin at the beginning. The year is 1996. Magic the Gathering had already become a big part of my life, I was heading towards my senior year of high school, and cyberpunk dystopias were now being depicted with true computer-generated graphics, even if the graphics weren’t all that great. Johnny Mnemonic, The Lawnmower Man, and Hackers were all fresh in the minds of those on the edge of the digital frontier, and Wizards of the Coast, no fools but their own, published a new Deckmaster game aimed at this emerging demographic. But rather than simply slap a coat of pixelated paint on Magic and call it a day, they tried something new.

While cribbing notes from R. Talsorian’s Cyberpunk 2020 game, Richard Garfield also envisioned an asymmetrical play environment. The game has two players. One represents the Corporation, a monolithic capitalist juggernaut bent on turning profits by any and all means necessary, advancing hidden agendas that increase their influence over anyone within reach of their advertisements. The other is the Runner, a hacker extraordinaire hurling themselves into the unknown wilds of security systems to spy on, destroy, or steal anything they can, especially from Corporations. Both players win by scoring a set amount of agenda points, but the Corporation is the only player with said points in their deck. The Runner has to steal them, and that means breaching the Corp’s defenses.

On top of this interesting foundation is the element of hidden information. The Corporation sets up their side of the table with cards that represent their remote servers, using programs for interdiction called ICE to stop the Runner from getting to whatever information they want to protect. Their hand, deck, and discard pile also count as servers, and are also viable targets for the Runner. ICE, remote server assets, the precious agendas – all of these cards are played face-down by the Corporation. The Runner, more often than not, will not know what the face-down card is until the Corporation chooses to pay the cost required to reveal it. The Corporation relies on careful planning, deception, and the intimidation of utter brutality in response to intrusion; the Runner is fueled entirely by intelligence, courage, and more than a little luck.

Unfortunately for Mr. Garfield, NetRunner never really took off the way Magic did. It faded into relative obscurity and was battered around as an IP a bit before Fantasy Flight Games came across it while developing their Android universe of tabletop games. Now, rather than their identities being amorphous and generic, players build their decks around an identity, a persistent aspect that grants a bonus throughout the game and helps drive the focus of their strategy. Are you looking to achieve victory as quickly as possible through the traditional means of scoring agenda points? Do you have a more nefarious aim, such as doing as much damage to the Runner as possible, or making all of the Corp’s ICE extremely brittle? Or is your aim just to watch the dystopia burn?

The game has also changed in that rather than being a collectible card game, it is now what is referred to as a living card game. Instead of randomized booster packs, the game is available as a core set with several ‘data packs’, and each one contains the same amount of the same cards. This levels the playing field for competition, makes it a touch easier to teach, and ensures that as the game ages, older cards have less of a chance of becoming either obsolete or overpowered. In addition, the core set includes a plethora of counters and markers (or as I call them, “FFG fiddly bits” as Fantasy Flight Games loves its cardboard punch-outs) that are a welcome addition, as the old game required you to track things like credits, memory, and so on with coins, jelly beans, or whatever else you had handy. Top it off with some breathtaking art, a comprehensive rulebook, and high-quality cards, and you have one of the most successful resurrections of an older game I’ve ever seen.

I hope to eventually find more local players of the game, or failing that, convert some people I know to it. The future is coming…

Limited Magic: BREW It Up

Courtesy Wizards of the Coast
Art by Zoltan Boros & Gabor Szikszai

I’ve written a great deal about Constructed play in Magic: the Gathering, but it isn’t the only format out there. While everything from Standard to Commander falls under the Constructed umbrella, there are other ways to play the game that don’t involve spending a great deal of time before an event putting a deck together. The other way to play is Limited, so called because you are given a limited number of cards to work with at the start and must build from there within a limited amount of time.

Back when I first started playing, you could get generic Starter Decks of Magic that contained semi-randomized decks of cards. In those days, Sealed events consisted of you getting one of these, plus a couple boosters, and building a deck from there based on what you opened. Nowadays, there are Intro and Event decks that all have pre-determined sets of cards within. This allows for too much foreknowledge, and takes away some of the appeal of the event, as the mystery of what you’ll open and how you can use it to win is part of the fun. So, if you play a Sealed event today, it’d be with six boosters.

However, you at least get to keep all of the cards you open in Sealed. This is not the case in Draft. You only get three boosters when you draft, and the nuances don’t stop there. You open your first pack with the rest of the people at your table, look at the cards you’ve opened, choose one, and pass the rest to your neighbor. You, in turn, get your other neighbor’s cards, choose one from them, and so on. You end up with the same amount of cards that you open – 45 – but you chose each and every one of them. Instead of being able to determine a theme or a course of action for the deck within the generous time allowed for Sealed, you do so in real time during Draft.

Either way, the only thing you can know before going into a Limited event is what to look for in your packs. You can have a favorite color combination, card type, or particular single to look for, sure, but you’re going to have to play with what you’ve got in front of you. So how do you make the most of it?

One answer is a simple acronym: BREW.

Basically, BREW is a system that prioritizes the cards you get and helps you keep in mind things to look for that will support whatever deck you end up building. It’s especially helpful in Draft, as your first card falling into one of these categories (usually the first two) will help narrow down your color choices. Sometimes. Anyway, let’s break this down.

Bombs

First and foremost you want to look for finishers. Every deck needs ways to win, and since you know you’re going to end up with at least a few low-cost creatures to hold off early aggression (or put some pressure on yourself!), finding the coup de grace is a higher priority. This is especially true since some (but not all) true finishers are rares. Also, not all of them are creatures: a well-timed [mtg_card]Rakdos’ Return[/mtg_card] or [mtg_card]Fireball[/mtg_card] can end your opponent’s game just as much as a titanic monster.

Removal

You want to keep an opponent’s threats from harming you. The best way to do this is to keep them off the table entirely, which is where removal comes in. A lot of this comes in the form of direct damage like [mtg_card]Annihilating Fire[/mtg_card] or focused destruction cards such as [mtg_card]Avenging Arrow[/mtg_card] but it’s also worth noting that some removal takes the form of enchantments like [mtg_card]Arrest[/mtg_card] and temporary states such as those caused by the Detain mechanic. You’ll tend to find more removal than bombs in a given Limited set, so they’re what we look for next.

Evasion

Remember those non-bomb creatures I mentioned? Most of them are going to be walking around on the ground. If you want to damage your opponent, you’re going to need to avoid them, go right through them, or use yours to hold off the bad guys while your guys remain safe. That, in a nutshell, is evasion. An evasive creature is one that either gets around the enemy or makes attacking unattractive. A good example is flight: a card that flies on its own such as [mtg_card]Tower Drake[/mtg_card] or a card that grants flight, [mtg_card]Pursuit of Flight[/mtg_card] for example, are both viable evasion tactics. Unblockable creatures such as [mtg_card]Invisible Stalker[/mtg_card] are a given, as is anything with a landwalking ability. Creatures with First Strike are also technically evasive: they do their damage without taking any themselves, provided they’re beefy enough to take out whatever they’re facing. I’m sure you can think of other examples.

Whatever

If you can’t find any bombs, removal, or evaders at this point, just grab whatever supports the deck. Mana dorks, Defenders, cards that accelerate your drawing, etc. In Draft, it’s important to keep in mind you may not use everything you pick, so you can pick things you’ll never actually play just to keep an opponent from using them. This is called “hate drafting” and Evil Steve Sadin discusses it here.

Those are the basics of Limited construction, and I’ll give you a more concrete example soon, as well as giving you a run down on how to draft at 4 am on a Tuesday rather than waiting for your friendly local gaming store to hold an event.

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