Category: Gaming (page 22 of 73)

The Legacy of Magic

Courtesy Wizards of the Coast
Art by Greg Staples

I’ve been playing Magic: the Gathering off and on since I was introduced to it in high school almost 20 years ago. Quite a few things have changed in the game since then, but nothing in the game has changed so dramatically that the old cards are strictly unplayable. In fact, there are some formats of Magic where incorporating older cards is encouraged. And rather than restrict myself to Standard and Limited for sanctioned play, I’ve decided to branch out into those formats.

This decision is based mostly on the potential for building new and interesting decks. With the entire length and breadth of Magic to choose from, the possibilities are astounding. I mean, sure, not every deck is going to be viable – there’s only so much one can do with, say, Lifelaces and banding creatures – but the potential is there. Unfortunately, to make the most of the format, some investments will have to be made, as many older cards are rather pricey. Dual lands, staples of the games early editions, are often priced at a hundred dollars or more per card.

Thankfully, not every deck requires these powerful cards. Sometimes, when you find yourself on a budget, the simplest ideas are the best.

[mtg_deck title=”Legacy Monored Burn”]
// Creatures
4 Goblin Guide
4 Keldon Marauders
2 Grim Lavamancer

// Spells
4 Lightning Bolt
4 Rift Bolt
4 Fireblast
4 Lava Spike
4 Magma Jet
4 Price of Progress
4 Chain Lightning
2 Sulfuric Vortex

// Lands
3 Arid Mesa
3 Scalding Tarn
14 Mountain

// Sideboard
3 Smash to Smithereens
2 Vexing Shusher
2 Pyrostatic Pillar
2 Pyroblast
2 Anarchy
2 Tormod’s Crypt
1 Ravenous Trap
1 Faerie Macabre
[/mtg_deck]

The deck is fairly straightforward: dishing out as much damage as possible in a short amount of time. However, ‘straightforward’ does not mean ‘simple’. You can’t simply cast all the spells in your hand as quickly as possible and be assured of a win. A key example of this is [mtg_card]Fireblast[/mtg_card]. Canny players wait until after other spells have been cast to play this powerful blow to the enemy’s face with its sacrifice cost. And doing so puts more cards in the graveyard for [mtg_card]Grim Lavamancer[/mtg_card] to use.

I’ve played the deck in one event so far, and it’s not only fun to play but viable against other Legacy decks. Its potential caught me somewhat off-guard, considering I was up against decks like Countertop and Affinity. It’s not perfect, though, as Maverick found ways to slow me down enough to secure a win. Hence the [mtg_card]Anarchy[/mtg_card] in the sideboard – that will take care of pesky Circles of Protection!

In addition to Legacy, the format called Modern provides similar opportunities but with a narrower range of cards to choose from. I had to poke around a bit, but I found a deck list that feels right up my alley, and utilizes some of my favorite cards from both the current and the previous Standard rotation.

[mtg_deck title=”Modern Tokens”]
// Creatures
4 Hero of Bladehold
4 Tidehollow Sculler

// Spells
4 Intangible Virtue
4 Lingering Souls
4 Honor of the Pure
4 Path to Exile
4 Inquisition of Kozilek
3 Zealous Persecution
3 Spectral Procession
3 Midnight Haunting

// Land
4 Godless Shrine
4 Isolated Chapel
4 Marsh Flats
1 Mutavault
6 Plains
1 Swamp
3 Windbrisk Heights

// Sideboard
2 Disenchant
2 Kataki, War’s Wage
2 Kor Firewalker
2 Linvala, Keeper of Silence
2 Slaughter Pact
1 Stony Silence
2 Surgical Extraction
2 Torpor Orb
[/mtg_deck]

Which am I more excited to play? Token decks are always fun to play, but the straightforwardness of the burn deck is also appealing. The deck is somewhat underestimated and isn’t as flashy as decks with dual lands, [mtg_card]Force of Will[/mtg_card], [mtg_card]Tarmogoyf[/mtg_card], or [mtg_card]Jace, the Mind Sculptor[/mtg_card], but it has definitely proved itself and, I feel, will continue to do so.

This doesn’t mean I’m done with more casual formats, though. Especially if there’s drinking involved…

Extra Life 2012 Aftermath

Courtesy Origin/EA/Me.

THANK YOU to everyone who tuned in, tweeted, and donated!

Donations Raised: $162

Kitties Fragged: 413

Notable Kills:
Dakhath nar Sihkag aka “Deathstroke”
Khajja nar Ja’targk aka “The Machine”, “The Fang”
Bakhtosh nar Kiranka aka “Redclaw”
Kur aka “Human-Killer”

Fighters Wrecked: 85

I’m still recovering from the weekend, I think. Regular posts resume tomorrow.

Fighter pilot needs tea badly.

On Net Decks and Feet in Mouths

Courtesy Wizards of the Coast
Art by Wayne Reynolds

Remember the old advice “If you don’t have anything nice to say, don’t say anything?”

Every once in a while I speak without thinking. It’s been known to happen. My emotionality has been a problem many times in my past, and while I have a much better grip on things now, I still occasionally slip up and say what I’m feeling rather than thinking it through. Sometimes I think I’m being clever. Sometimes I just want to express myself. But when it happens, and I look back on what was said, I realize I was a bit of an ass.

Case in point: I uttered the following words at my friendly local gaming store during the last rotation.

“If you run a decklist from some top player on the Internet, nothing personal, but I hate you.

For a bit of background on why this is the wrong way to approach competitive gameplay in general and Magic in particular, you should be familiar with Timmy, Johnny, and Spike. Here’s an article on these guys and what they mean to the average Magic player.

When you get down to it, not everybody is going to fall entirely into a single category or type, nor is it reasonable to assume other players will play the game you play it. When it comes to Magic, I’m a bit of a Johnny/Spike. That doesn’t mean Timmy players are wrong, nor are those who go fully Spike and are just in it to win it.

Neither I nor any other person has the right to tell other people how to play their games.

Provided you’re not being a jerk, cheating, or otherwise making the game deliberately unpleasant for other people, play the game however you want to play it. Some players just want big, splashy things to happen or to pull off an impossible combo. Others are interested in building their decks in new and interesting ways just to see how they play. And still others just want the glory of victory.

All of these are fine, and none are invalid. For me or anybody else to say otherwise is just ludicrous.

It’s probably part of getting older. When I first started playing Magic almost twenty years ago, there was no Internet to speak of. Folks had to take what cards they had and build what they could. When Scrye magazine or The Duelist arrived with some decklists and advice, such articles could be cited by aspiring professionals and enthusiasts of the game. How are “net decks” any different? In hindsight and examination, I can tell you they really aren’t.

All that said, all I can do is apologize for speaking as I did and hope I didn’t outright offend anyone in doing so. The only basis by which anybody can truly come down on how you play the game is if you’re making everybody around you miserable while playing for reasons outside of normal frustrating from losing. Basically, as long as you’re obeying Wheaton’s First Law, you should be fine.

Operation Extra Life

Courtesy Origin/EA/Me.

*** THIS IS NOT A DRILL *** REPEAT *** THIS IS NOT A DRILL ***

On 20th Oct. 2012, a very special mission will be undertaken. For the first time in almost two decades, veteran Terran Confederation pilot Josh Loomis will don his pressure suit and step into the cockpit of a fighter craft to do battle with the ruthless Kilrathi invasion forces, to protect humanity and raise money for the Children’s Hospital of Philadelphia.

We are calling this operation Extra Life.

Last year, Operation Extra Life raised more than 1.2 million dollars to save kids, but in 2012 our goals, just like the needs of the kids we serve, are much, much higher.You could say they are as high as the sky. And beyond it is where we will fly, lighting up interstellar space with laser fire and rocket exhaust.

For 24 hours beginning at 1000 hours Eastern Standard time, the operation will play through the adventures of our intrepid pilots as chronicled in the Wing Commander series. The simulation will begin with the first iteration, and continue through each one as long as the operation goes on. The operation will be chronicled, live-Tweeted, and possibly even streamed. Updates on this to follow.

The best part is that you can help. Donating online is safe and easy! To make an online donation please click the “Support This Participant” button on this page. Your donation is tax-deductible and ALL PROCEEDS go to help kids back home.

Do your part! Tune in to the operation! Contribute if you can! YOUR PLANET NEEDS YOU!

***** END TRANSMISSION *****

Donation page

Death and Consequences

Courtesy Firaxis Games
One of these soldiers is likely to die.

There’s just something about a game, or story, that doesn’t pull its punches.

I get a feeling for that something when I play FTL or the new XCOM. A ship exploding under my intrepid crew or a favorite soldier getting their face melted off by plasma fire carries a bit of an emotional wallop. I’m tempted to keep the autosave feature of XCOM turned off to heighten that feeling and maintain the game’s edge. And that edge comes from choices having consequences, and those consequences sticking.

When games present their players with choice, the experience is improved when those choices mean something later on. One of the strengths of the Mass Effect series was that who you spared and who you left to rot does come back in one way or another, even if it doesn’t play too much into the overall story. While the consequences of those choices only really mattered in a minor sense, it felt like they mattered, at least to me.

In the aforementioned games, the choices really do matter, and a wrong choice means death. It’s not telegraphed or presented in story terms, either; they’re the little incidental gaming choices we make, like having a soldier cover a civilian’s retreat, or picking one class of weapon over another, or choosing the destination for your vessel. It is nearly impossible to predict which choices will lead to total victory and which will lead to bloody doom. That is what makes these games challenging and fun to play.

Similarly, some of the best stories out there have characters who make choices that lead to either their deaths or the deaths of others. It happens to men and women in command all the time, sure, but others are simply doing what they feel is right or trying to protect someone or something they love. George RR Martin, Jim Butcher, and Chuck Wendig have all done this – a character we like makes a decision, does all they can to back that decision up, and it explodes in their face. Someone close to them gets hurt or killed, and their own life may come close to ending before the story’s done. It’s tragic, it’s harrowing, and it’s great storytelling.

Make your character’s choices matter. Make those deaths mean something.

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