Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Monday, June 27, 2011

LinkStorm 2011

I've been neglecting this blog for the last few months, but I've been pretty busy with writing about games all over the rest of the internet. I'm hoping to start updating this blog again soon, but in the meantime, here are a few things I've written elsewhere:

Most recently, I guest hosted on CommanderCast, a podcast discussing the Commander variant of Magic: the Gathering. You can listen to the whole thing on their website here.

I wrote a pair of articles on aspects of RPG design for Eye of the Vortex, before they switched over to an MTG focus. The articles should be visible here and here, but EoV's hosting has been spotty of late. I may ask the editor if I can repost the articles on my blog since they don't seem to be using them.

I've also been fairly active discussing Commander on the official forums, and have written a number of article-length analytical posts. Here are a few of my favorites:

Sunday, February 27, 2011

GDS2 Chronicles: Conclusion

As you probably know, I was eliminated from the Great Designer Search 2.

I finished in fourth place, the highest result not invited to Wizards of the Coast headquarters for tour and interview. Two weeks later, I'm finally in a place where I can talk a bit about the contest and my feelings regarding it.

As stressful and eventually heartbreaking as the contest was, I'm very glad I took part. It did a lot for both my skills and confidence as a game designer, and certainly got my name out into certain areas of the industry.

In the end, I can't say that I disagree with the outcome. As passionate and knowledgeable as I am about Magic design, I don't have the professional or personal experience to do my dream job justice just yet. I have a ways to go as a person before I'm ready to make a creative passion my career. Some day I will design games for a living, but not today, and maybe not for a while.

In the mean time, I've been taking a break from Magic design and getting into some RPG system theory. I've got a huge post on RPG skills that will probably go up later tonight. I think my goal for the coming year is going to be getting a homebrew system into a shape where I can submit it to some publishers or just publish it myself online.

Finally, the GDS2 was a wonderful experience for just how much support I got from friends, family, and random strangers on the internet. One last time, thanks to you all.

Tuesday, January 11, 2011

GDS2 Chronicles: The Final Challenge

Tonight the fifth and final Great Designer Search 2 challenge begins. Of the four remaining contestants, one will get eliminated and three will get flown up to Renton for a job interview.

I'm currently sitting at the bottom of the four, so this is the round that I really need to make count. Mark Rosewater has emphasized that my card design skills are top notch, but I'm failing to present a clear and cohesive vision for my set.

I've been working on how best to do this, and here's what I've come up with for my write-up so far:

I think that "a peaceful world converting tools into weapons" is a good thematic concept for Utopia in the same way that "a world where destructive natural forces have made civilization impossible" was a good concept for Zendikar. But Zendikar wasn't known for its complex societal ideas - it was known as "Adventure World."

I need a simple, resonant, saleable theme for Utopia to complement its more complicated ideas. My answer is to make Utopia the "City Set." Ravnica used a city as its flavor backdrop, but it was too full of multicolor and guild themes to represent idea of a "City World" in gameplay.

The final challenge's assignment is to design an intro deck for our set. On the one hand, I think it really plays to my strengths - I can design a fun deck made of interesting cards as well as anyone. On the other hand, they already know my strengths: I need to show the Vision that I have so far failed to demonstrate.

Wednesday, November 17, 2010

GDS2: Utopia and Crutches

Color identity is my favorite aspect of Magic, so it's not surprising that my original set concept was about exploring the color pie in new ways. I wanted to depict the rarely-seen aspects, and the concept of a peaceful world adapting for war provided a framework for integrating these ideas into the gameplay of Magic.

This is not, however, an easy concept to design for. I struggled with whether or not it was doable at all, until I eventually settled on using enchantments as a mechanical touchstone to tie things together. The problem was that I quickly came to lean on enchantments too heavily, and they usurped the focus of my set. It was so much easier to design good "enchantments-matter" cards than "weaponized paradise" cards that it completely overran my submission.

Rosewater addressed this by deftly kicking the "enchantments-matter" crutch out from under me and telling me to start jogging. With the same update, my existing mechanics were condemned to the scrap heap and I was given four days to design 18 commons to show off my set's mechanics. Hoo boy.

I should mention that I don't think this was necessarily bad for my status in the GDS2. I was given clear instructions and a very difficult challenge, which is pretty much the perfect situation for trying to prove myself as a designer. It did make the process rather stressful, though.

On Wednesday, I narrowed my colors down to blue or black. On Thursday, I invented the Gold counter mechanic and shifted my focus towards black. I came up with the idea of life-payment Mercenaries late Friday and powered through the submission itself over the weekend. There was not as much time for playtesting or direction changes as I might have liked.

The end result is far from perfect, but I'm very satisfied with it. The mechanics are somewhat questionable, but they show my ability to adapt with feedback and convey a unified flavor. I made good use of collaboration with the online community, and I think it shows. I have no idea whether I will be eliminated this week, but I hope that I have demonstrated enough potential that some questionable mechanical decisions will be excused.

Wednesday, November 3, 2010

GDS2 Chronicles: Finalist and Input

October was not a good month for this blog. I spent two weeks pouring all of my energy into my Great Designer Search 2 submission, a week recovering, and then a week banned from talking about the search.

The good news is that after all that, I am one of the 8 finalists. My full submission is on the Wizards page here and I've revamped my Wiki page here.

Up to this point, I've pretty much done all the creative and mechanical work on Utopia myself. My big theme for this week is trying to change that. As proud as I am of the work I've done, I know that I can't brainstorm an entire set's worth of mechanics on my own.

I still want to show off my vision for the set, but I need to demonstrate that I can do that by taking suggestions and accepting other people's ideas. So give me all the input that you can, and I will make Utopia as awesome as it can be.

Sunday, October 3, 2010

GDS2 Chronicles: Epiphany

I have all of my best mental breakthroughs at 2:00 AM. Really, I don't know why I bother trying to make serious decisions at any other time of day.

I've been very conflicted about the whole "Weaponized Paradise" theme for my Great Designer Search set. On the one hand, I feel like it's a very interesting concept with a lot of depth and available design space. On the other hand, it's very open-ended and difficult to implement. Feedback has been largely positive, but I agree with the concerns that the idea may be *too* high concept. I'd even gained some confidence with a few cool mechanics, but had been struggling with whether the idea was strong enough for a set. I considered just letting the theme go despite my interest in it.

Tonight's epiphany was that the best course of action is to give a set both a textured philosophical theme and a simple mechanical one. Invasion block's themes were "an epic worldwide conflict centuries in the making" and "multicolor." Zendikar had "adventure world full of deadly peril" and "lands." Now we have Scars of Mirrodin, with "a world corrupted by ancient evil" and "artifacts."

"Weaponized paradise" is the exact theme I need to drive the flavor of the set and determine how I want it to feel. But I also need a more basic mechanical concept to ensure synergy and focus my design. "Enchanments" is a strong (if obvious) choice that evokes a certain "powerful magic we had lying around" concept, but I'm not attached to the idea yet.

I'm pretty ecstatic about this breakthrough, though, and feeling like I'm back on track.

I've put up my page on the GDS Wiki here, but it tends to update a few days behind my thought processes on this blog.

Monday, September 13, 2010

Grand Prix Portland: Competitive Gaming

I've played in quite a few Magic tournaments, and consider myself a pretty skilled player. I have a solid rating, consistently do well at local FNMs, and have won a number of 50+ player events. However, until this weekend, I had never really tested my skills at a competitive level. Grand Prix Portland had 1371 players in the main event and $30,000 in cash prizes, so it definitely qualifies.

It was a long and varied experience, but in the end I came to two conclusions:
1) I am skilled enough that if I want, I could play Magic at a competitive level.
2) I don't want that.

I love playing Magic, and would have no objection to putting in the time and effort it would take to get my game to a professional level. And winning money by playing a game you enjoy is awesome. But I learned that I don't like sitting down to a game with the knowledge that I've got hundreds of dollars on the line. Some people may like the thrill of competition that offers, but for me it makes the game feel too much like work.

I'm glad I tried it and pleased with how well I did. I considere making day two alone quite an accomplishment for my first serious tournament, and I finished 75th after going in 3-0 my first draft pod. (I would have made Top 64 for $200 if my friend and I had gotten the math right and drawn our final round.) But at the end of both days I was tired and only staying in for the chance at money, which is not what I want my gaming to be.

The GP had some other fun stuff going on that I would have liked to see more of - we had quite a few high profile Magic artists and Richard Garfield himself. (Another friend from Willamette got to draft with Garfield's kids, which is a pretty awesome brag.) There are infinite people there to play or trade with, and the various dealers present some unique opportunities for buying/selling cards. Playing for the big money was a fun thing to try, but in the future I think I'll be the guy who takes my 1950+ rating over to the casual tables for EDH and cubing.

Wednesday, September 8, 2010

The Ethics of Trading

I love trading Magic cards. Acquisition is part of the game's appeal, and trading allows me to acquire new cards without spending cashy moneys. The last two evenings, I've turned quite a profit at my local game store, turning piles of old rares I wasn't using into spiffy cards for my Cube, EDH decks, and trade binder.

This raises a bit of a dilemma for me, as I occasionally criticize people like trade-guru Jon Medina who put a lot of effort into gaining value on their trades. I consider many of the strategies used in such trades to be unethical and bad for the game. Of course, Medina considers himself to be an ethical trader who makes an effort not to rip people off, so there's clearly a range of perspectives here.

After putting a bit of thought into it, I came to the following conclusion: For people like Medina, the bottom line is for both people to walk away from the trade happy. If both parties are satisfied, the deal is ethical. My standards are a bit higher. Let me illustrate with a story, embellished from a true story:

A casual player returns to Magic after many years and starts getting back into the game. He puts together an EDH deck and brings it down to the local cardshop. One of the regulars notices a Wasteland in the guy's deck and figures he can pick it up for cheap. "I'll trade you this Strip Mine for it," he offers, "The mine is strictly better, but I can use that Wasteland in an legacy deck." They make the trade and both walk away happy - the newbie has gotten a better card for his deck and the regular has made some easy money.

A week later, the player goes up front to see if he can get another Wasteland, and discovers that they are worth $25 to the Strip Mine's $2. He feels betrayed and ripped off by the people who claimed to help him out and decides not to trade any more. A while later, he stops showing up at the card shop at all.

For me, getting people satisfied with the deal at hand isn't enough for the trade to be ethical: People need to know the value of their cards. Yes, that value is subjective and largely "made up" by the happenstance of the market, but it is real value nonetheless. I'll happily walk away with a $25 card for a stack of 20 bulk rares, but only if I've been open and honest about the value of the cards involved.

Monday, July 19, 2010

Some Postgame Thoughts on M11 Limited

I wrote a preliminary review for M11 two weeks ago, stating that I would follow it up once I had actually played with the set. Since then I've won two 40+ person sealed events and drafted twice, so I feel like I can revise a few of my previous statements.

White

I stand by my assertion that white is the least interesting limited color in M11. I played against quite a few white decks, and none of them were trying to do anything more exciting than curve Stormfront Pegasus into Wild Griffin into Assault Griffin. That said, Squadron Hawk remains one of my favorite cards in the set, and is worth playing even if you only have two.

Most Surprising Card: War Priest of Thune - I already liked this guy, but here's what I didn't know: You almost never want to play him on turn two. M11 limited has a lot of powerful enchantments at common and uncommon - Pacifism, Armored Ascension, Shivan Embrace, and Mind Control to name a few. Unless you have a good reason otherwise, you're generally going to want to save this guy for a juicy target.

Blue

Blue has some very good things going on, and even its common creatures are very playable. The only problem is that there are so few of them - in sealed you almost always have to run blue as a secondary color. I like blue having a few good creatures a lot better than the previous method of a bunch of unplayable little blue dudes. Along with red, blue has gotten a much-needed power boost in limited since M10.

Most Surprising Card: Scroll Thief - I questioned whether this new ophidian would ever hit anyone in limited, and boy was I wrong. Three toughness is enough to let this guy survive a lot of blocks, and I almost always saw him net a card or two when he was played.

Black

Black remains a strong color, if not quite as strong as I thought. I don't feel like it has been weakened, it's just that some of the other colors have gotten stronger since M10. That's probably as it should be.

Most Surprising Card: Liliana's Specter - Another card where I knew it would be good, but I didn't realize quite how good. It's a relevant attacker that trades with most of the aggressive flyers. Liliana's Specter into Mind Rot is one of the best turn 3-4 plays I've seen in M11, netting you massive mid-game card advantage.


Red

I will admit that I wildly misjudged red for limited. Yes, it does have quite a few unplayables, but these are necessary because otherwise the color would completely bonkers. Chandra's Outrage is a second amazing removal spell at common that makes the color a lot better, and Manic Vandal is quite powerful in a set with as many great artifacts as M11. I played red as a major color every time I could.

Most Surprising Card: Shiv's Embrace - I figured this would be a pretty good buff as long as you don't get blown out by removal. Turns out, this card is absolutely nuts. It just wins games. At four mana it may well be better than Shivan Dragon itself, and it's an uncommon. Put on Child of Night for maximum swinginess or Sacred Wolf to make your opponent cry.

Green

Green is as solid as ever, providing us with a bunch of good groundpounders. Hornet Sting and Plummet give it a few more answers, and Cultivate can make 3-4 color decks much more viable. The color is as good as ever, but has changed less from M10 than most of the others.

Most Surprising Card: Sylvan Ranger - When I first looked at this card, I thought it was a bad Civic Wayfinder, putting the same ability on a less-relevant body. Instead, it has turned out to be one of my favorite limited cards in the set. It makes keeping two-land hands much more consistent than its predecessors. Moreover, turn 3 is much more important in limited than turn 2, making Sylvan Ranger do its job very well despite a small body.

Sunday, July 18, 2010

Magic 2099

I'm starting a new project, designing a hypothetical Magic Core Set.

I'll probably be rambling about it quite a bit and talking about various card designs, so I started a separate blog for it. More information can be found in the introduction, here.

The blog itself is here.

Thursday, July 8, 2010

Magic 2011 Set Review

Last year, Magic completely changed the way they did core sets with Magic 2010. They moved to a yearly release, smaller set size, and named the sets by year rather than edition. More importantly, they changed the way they designed the sets themselves, printing new cards beside reprints and focusing on flavorful and evocative designs.

Magic 2010 was a huge critical and commercial success, and this year they're trying to recapture that success (or even improve upon it) with Magic 2011. So how does this set match up?

With the full set up on Gatherer, I can give a preliminary review and then describe any cards that surprise me at the prerelease. Onwards!

Overall Impressions

Magic 2011 (M11 for short) feels much more cohesive than its predecessor. The cycles are tighter, allowing new players to see connections between cards more easily. The Titans and Leylines are both beautiful examples that let new players see recurring elements while showing off each color's strengths and abilities. They double-cycle of spells named after planeswalkers are equally effective in creating the feel of a larger setting with recurring themes and characters. Even the cycle of color hate spells (Celestial Purge through Autumn's Veil) do a better job of reinforcing exactly what each color dislikes about its opponents.

There are quite a few returning cards from M10, many of which I am happy to see for another year but hope won't make it into M12. Lightning Bolt and Baneslayer Angel are both powerful cards that have helped to define standard, but I don't want them to define standard forever. Platinum Angel is cool, but after three printings in a row she is starting to feel less epic. There are other cards that I wouldn't mind seeing in the core set for years - Pacifism and Doom Blade are perfect common removal spells, Cancel is the solid baseline counterspell, and Gravedigger is the kind of card that really shines in the core set.

I'm going to cover each color as a whole and touch upon a few specific cards, then wrap things up with a few final thoughts.

White

White is probably the least interesting color in M11. The commons and uncommons aren't bad, they just don't really excite me. Snapping Drake gets printed in its third color this year, and we get a bunch of unexciting vanilla and french-vanilla beaters.

There are a few exceptions - War Priest of Thune is one of those great cards that seems like it should have been printed years ago. Squadron Hawk is probably my favorite common in the set - insane card advantage that takes some work to make useful, and a perfectly flavorful name. Roc Egg is a nice modern take on a weirdly-colored old concept. I can't even quite bring myself to dislike Goldenglow Moth - it's such a silly little card, and I've had some good times with it in Duals of the Planeswalkers.

I'm not too happy about seeing two rare slots eaten up by seven-mana flyers with defensive abilities, Angelic Arbiter and Vengeful Archon. I just think that in a core set, you want to use your rare slots as effectively as possible to show interesting variety, and instead we get two relatively generic big flying things.

Serra Ascendant is an interesting case - I'm pretty sure that it will be played almost exclusively in EDH, which leads me to wonder whether it was designed primarily for that purpose or not. It has been stated that several similar cards were designed with an awareness of EDH, but were not specifically intended for it. Serra Ascendant is such an extreme example, however, that I wonder if the growing popularity of EDH has led to more designs intended for the format.

Blue

If white is the least interesting color in M11, blue is the most. All the rarities do a great job of showing off all the things blue can do and I love all the new designs.

It's nice to see "fixed" versions of iconic creatures like Man 'O War and Ophidian - I hope they're good enough to see some constructed play. Harbor Serpent is a great take on the historic theme, and Diminish is a wonderfully simple conditional removal spell. Merfolk Spy is a classic body (1/1 islandwalk for U) with my favorite type of ability - the kind that makes the card 10% more powerful and five times as interesting. I also like seeing Jace's Erasure as something to enable a limited mill archetype, something I always appreciate for variety.

Scry was absolutely brilliant inclusion that gives blue a lot of identity. I love that there are three great blue commons with scry, giving people the opportunity to see the ability across several different types of cards.

Of course, blue's most discussed card is a powerful two-mana counterspell in the form of Mana Leak. I'm not sure what I can say about it that hasn't been said by many others already, but it's nice to see countermagic getting a balanced but powerful option for the coming year. In six months we'll see whether I want it in M12 or if I'm already sick to death of it.

I love all of blue's new rares - Conundrum Sphinx is a great beater-with-interesting-ability, Mass Polymorph is hilarious and potentially very powerful, and Stormtide Leviathan is bombtastically awesome and flavorful.

I'm slightly curious about implications of putting Redirect in blue and Reverberate in red. Red and blue have been sharing both spell copying and redirection for a while now, and I wonder if putting clean versions of both in M11 indicates a solid color-pie decision on which gets which.

Black

Black was by far my favorite color in M10 limited, and if anything it looks like they made it better. Unplayables like Acolyte of Xanthrid and Soul Bleed have been replaced with interesting conditional cards like Viscera Seer and Quag Sickness. Looming Shade and Kelinore Bat have been given stronger cards in the form of Nightwing Shade and Liliana's Specter. I foresee another summer of first pick Bog Wraiths.

I was pleased to see Megrim's strict improvement, Liliana's Caress. The three mana version was always a bit wrong for discard decks - that's the turn you want to start playing cards like Mind Rot, Blightning, or various specters.

Phylactery Lich may get my vote for the most cool and flavorful card in the set. I'm not sure if he'll see much tournament play, but he certainly might. Dark Tutelage is solid but its hard to avoid unfavorable comparisons to the perfectly-balanced Phyrexian Arena. Nantuko Shade is a pretty cool card, but I'm a little scared he'll be a disappointment given the current power of creatures. It always makes me a little sad when iconic older cards get reprinted and just can't quite make the cut.

Relentless Rats is the one card in the set that I feel may have overstayed its welcome. It's excitingly unique and everyone loves the idea of the 22-swamps 48-rats deck, but I rarely see people go through with building the deck and the card loses its excitement after you've seen it enough times. Four years of core set printings seems somewhat excessive to me - I don't think many people are excited about it anymore, and it doesn't add much to limited or constructed.

As far as standard goes, I'm a little sad to see that black is losing two of my favorite cards from M10 - Vampire Nocturnus and Tendrils of Corruption. Corrupt is a fine card, but a bit too slow for the current standard. Captivating Vampire is somewhat disappointing - his ability is too restrictive for either limited or constructed, and he's not as cool or flavorful as Nocturnus. I can see the value in making sure the vampire deck has to change over time, but I would have liked another year with Nocturnus. On the other hand, Duress is my single favorite sideboard card in standard, so I'm happy to see it's sticking around.

Red

Red's gotten some awesome rares this round. I love both dragons, Destructive Force as 125% of a Wildfire, and the new Fork. I like seeing some less-splashable beaters like Cyclops Gladiotor with interesting abilities. Even Wild Evocation seems like it will lead to some fun situations.

It looks like red may have gotten the shaft in limited, though. Bloodcrazed Goblin, Incite, Goblin Balloon Brigade, and Pyretic Ritual are all borderline-unplayable. As with M10, red's best cards at common and uncommon are very easily splashible, making them hard to pick up in draft and not providing much incentive to run red as a main color in sealed. Fling seems surprisingly good, though, having excellent synergy with fellow commons Act of Treason and Fiery Hellhound. I just wish Deadly Recluse had stuck around so that I could use the new deathtouch rules to kill things by throwing poisonous spiders at them.

Manic Vandal is a card I'm very happy to see - it's nice to have some artifact destruction you don't feel bad about maindecking, and will lead to some interesting decisions about whether to play it as a Grey Ogre early or wait around for a juicy target.

Green

M11 Green looks like a lot of fun in limited. Both the common Craw Wurm and uncommon Enormous Baloth have been replaced with similar cards that add the much-needed trample. Cudgel Troll returns as a powerful beater and Garruk's Packleader strikes me as an exceptional source of card advantage in the right deck.

Cultivate bears special mention as a functional reprint of Kodama's Reach. This unassuming common is one of the most exciting parts of the set for me. It will be amazing mana fixing in limited and will go straight into all of my EDH decks that contain forests. I'm not sure if it's in the right place to play in Standard, but I'm certainly hoping it is.

The rares include both a demoted Protean Hydra and a promoted Overrun-variant Overwhelming Stampede, both changes that I approve of. Obstinate Baloth is a solid midrange creature and Mitotic Slime is amusing and flavorful. Fauna Shaman is a wonderful fix of the old favorite Survival of the Fittest.

My one disappointment with green's rares is a lack of solid beef. We've got a few 4/4s and an X/X hydra, but nothing that screams "smash" like M10's Kalonian Behemoth or the uncommon Duskdale Wurm. This is especially irksome because white gets the aforemented 5/6 and 7/7 at rare.

Colorless

I like seeing some playable artifact creatures at uncommon to help smooth out limited decks. Gargoyle Sentinel, Stone Golem, and Juggernaut are all balanced creatures that can help fill out sealed pools and drafts.

The equipment is all passable and interesting in limited. Sword of Vengeance is definitely a better inclusion than Magebane Armor, and Warlord's Axe is the kind of good bad card which leads to fun decisions in limited. I'd like to see a little more "french vanilla" equipment in the future, though - simple cards like Gorgon Flail and Kitesail that grant interesting keyword abilities.

Voltaic Key is an interesting inclusion, and I was pleased to see the clever uses included for it in M11. In addition to the uncommon creatures and rares like Temple Bell and Steel Overseer, both Sorcerer's Strongbox and Elixir of Immortality are one-shot uncommons that Key can potentially get double duty out of. Triskelion is another fun reprint with a few silly combos - Primal Cocoon being the funniest.

My favorite artifact in the set, though, is easily Crystal Ball. It's a fun little card-selection engine that I will love playing in limited and EDH, and may even make a splash in standard. Moreover, the flavor is simple and absolutely perfect. What do you do with a crystal ball? You scry!

Mystifying Maze is an interesting and flavorful utility land. I like having enough useful lands in standard that tap for colorless that interesting deckbuilding decisions have to be made. Tectonic Edge, Dread Statuary, and the maze will all be competing for decks slots, and it will be interesting to see which ones make the cut. I also enjoy having a new version of Kor Haven/Maze of Ith, but the wording feels a bit clunky - I'm not sure why my defensive maze needs to reload Triskelions and be an act of absolute desperation against Titans.

Final Thoughts

M11 might not be perfect, but it's almost certainly the best core set so far. They made some very good changes with M10, and are still figuring out how to get the most out of them. M11 has made a lot of progress in capturing generic fantasy elements while starting to feel like a cohessive set, with mechanical and flavorful themes.

There are a few over- or under-represented concepts, but I feel like overall the set does a solid job of capturing the scope of Magic. The increased number of tighter cycles do a great job of showing of the various colors, and the card choices feel less arbitrary than M10.

I can only hope that M12 continues this pattern, feeling more like a unified "set" while still being Magic in a pure and simple form.

Monday, July 5, 2010

Playing to Win versus Playing for Fun

This subject has been brought to the forefront of my mind by some recent debates over the Magic variant Elder Dragon Highlander. EDH is an interesting case because it is a variant of a naturally competitive game that was explicitly created to be a casual experience where the goal is fun rather than victory. However, it retains the fundamental competitive format of Magic - the game ends when one player wins by eliminating all of their opponents.

This tension is far from unique to EDH - it exists to some degree in many (if not most) games we play:
a) The internal goal of the game is to achieve victory (often by defeating our opponents)
b) The external end goal for us in playing the game is to have fun and enjoy ourselves

Almost all "classic" boardgames are played this way - Clue, Monopoly, Scrabble, Chess, etc. These games are designed to be fun within the paradigm of everyone trying to win. Our competitive nature becomes the driving force that keeps the game moving forward.

The problem is that in discussion, the relationship of these goals is often misunderstood. Many people fail to realize that playing to win is something done in the service of fun, not an end in itself. Equally many can forget that competition itself is an important part of that fun for most players.*

So, understanding competition as means to achieving fun, what does this mean for the current EDH Debate? Well, players who are used to victory being the end goal of gameplay (as in tournaments) need to adjust their expectations and behavior to fit the end goal of an enjoyable game. However, it also means that casual players need to keep in mind that competition is part of that enjoyment, and for some people it is the most important part.

This doesn't mean that they'll be able to play with each other - their different ideas of "fun" may be too far apart to reconcile. In a format as infinitely customizable as EDH, I think the only solution is for people to find groups that enjoy a similar level of competition. But both sides should recognize that they're just playing in different ways, and putting more focus on victory is not a better or worse way of having fun.

*Obviously, this all breaks down if (b) isn't true. Sometimes we're playing for money, and sometimes we're just trying to put our little brother in his place. In these cases, we have a different end goal superseding "have fun."

Saturday, July 3, 2010

Five Rules for Building Fun Magic Decks

I probably played Magic for five years before I learned how to design a legitimately good deck. You know what took me twice as long? Learning how to build a fun deck.

Obviously, “fun” is a pretty subjective concept. The list of Magic decks that some people hate to play against includes, at last count, every deck ever made. But I can give you a list of rules that will help you build decks that you can enjoy at your kitchen table or local card shop for years to come.

I've never much liked the term “casual” - not everyone who takes Magic seriously plays in tournaments. Let's call these decks FFF – Fun For Friends to play against eachother. Pureblood spikes and hardcore grieffers should look elsewhere for deckbuilding advice.

Rule #1 – Fun Decks are Interactive

The decks that are the most fun to design are often the least fun to play. Why is this? Because the decks that are fun on paper tend to be built around a Really Cool Plan (TM) and will win or lose based on whether or not their plan happens to work out. Unsurprisingly, this isn't very fun in practice.

Say you design a combo deck out of otherwise useless cards that are unbeatable if you get your combo assembled. You take that deck against your friend's pile of Forests and Big Green Creatures (TM), and games will go one of two ways.

a) You get your unbeatable combo together in time and win.

b) You don't get your combo together in time and they beat you to death.

Making the deck better or worse can change which of these happens more often, but it's still going to get old pretty fast. I have a few of these decks lying around, but I generally only pull them out once every few months, and retire them again as soon as they've “gone off” once and demonstrated their coolness. Getting beat by an epic combo can be fun, but generally only once.

A good FFF deck can have a plan, but it should be one that involves your opponents. “Use creatures like Sakura-Tribe Elder and Fertilid to accelerate mana and hold the ground early until I can play some large hard-to-answer creatures like Kalonian Behemoth” is an interactive game plan that will lead to interesting games. “Get out Hive Mind and play Intervention Pact” is not – maybe the rest of the deck can include some interesting strategies, but the win condition itself is not going to endear you to anyone.

Rule #2 – Fun Decks are Resilient

If you build a combo deck, it shouldn't lose to a single well-placed Counterspell. If you build a control deck, a third-turn Great Sable Stag shouldn't ruin your day. If you build an aggro deck, Teferi's Moat shouldn't be enough to make you scoop up your cards.

Ironically, this is one area where a chance to win is more important to FFF decks. Tournament decks can often afford to ignore anything that's not a significant metagame presence. A competitive aggro deck doesn't want to slow itself down by drawing Naturalize, even if it means losing to the occasional oddball Moat effect. Among friends, it's no fun if your deck doesn't have a chance against certain opponents, even if it means slightly worse odds against other opponents. Short version: Possible wins are more important to having fun than likely wins, and guaranteed wins aren't very interesting for anyone.

Resilience largely comes down to two things: Making sure you have answers for really problematic permanents, and ensuring that your opponents answers don't wipe you out completely.

The first part is the easier of the two – when possible, devote a few deck slots to dealing with problematic artifacts, enchantments, and creatures. All the better if you can make them multipurpose spells like Vindicate and Indik Stomphowler that aren't dead cards if your opponent doesn't happen to have anything of the appropriate type. Throw two Elvish Scrapper and two Elvish Lyrist into your elf deck, or replace two copies of Wrath of God in your black/white control with Austere Command. Be prepared for anything your opponent's might throw at you.

Not getting blown out by your opponents spells is a little more complex, but still very important. Don't depend too much on single permanents or spells if you can avoid it. If your deck is built around vulnerable cards, protect them with things like Counterspell or Fountain Watch. Don't build decks that need to commit too many creatures to the field, or you'll get blown out by Wrath of God.

Rule #3 - Fun Decks are Varied

Consistency is something to strive for in competitive decks – ideally, they should play the same way every time. Not so for FFF decks – playing the exact same game over and over gets old fast if there aren't any prizes on the line. So mix things up! Play 2-ofs and 3-ofs to make room for more cards. Throw in one copy of that kooky spell you've been wanting to try. A little versatility goes a long way to making a deck more interesting in the long term.

This rule should be taken as a statement freedom rather than a harsh requirement. You don't need to fill your decks with subpar choices, but the next time you're trying to decide between Death Baron and Lord of the Undead for those final four slots in your zombie deck, consider two of each.

Of course, if you really want to challenge yourself with a varied deck, consider imposing some deckbuilding restrictions on yourself. “Highlander” formats restrict all players to single copies of any card, but the same rule can force diversity into a deck if you are a compulsive optimizer like me. Some of my best FFF decks are Highlander decks I've evolved over time.

Rule #4 – Fun Decks have a Theme

This rule is the most debatable, but I think it's important. A deck built around some sort of central concept isn't just more powerful and synergistic, it's more distinctive and memorable. A theme can be anything from a mechanic that defines the entire deck to an unusual win condition. “That monoblue control deck” isn't nearly as interesting as “The Unspeakable control deck.”

Themes often come pre-packaged if you're building around a tribe or some exciting new card, but it can be harder if you're just trying to lend your new green stompy deck some flavor. When dealing with less specialized decks, consider looking for common threads to tie the deck together, or obscure cards you think are underrated or otherwise interesting. Perhaps Forced Fruition is the wacky win condition your Blue/Black control needs to stand out, or maybe Heartwood Storyteller is enough to justify cutting noncreature spells out of your Green deck entirely. Give yourself a theme that will set your deck apart.

Rule #5 – Fun Decks are Fun for You!

This may seem trite and obvious, but figuring out what makes decks enjoyable for you personally is important. Do you like smashing face with huge creatures? Smirking confidently behind your grip of counters? Gaining so much life you need a graphing calculator to keep track? Beyond any rules or suggestions, the ultimate test of a fun deck is how enjoyable it is when you actually play it. Now go out there and take a new deck out for a spin!

I hope my advice helps everyone to put together some fun decks that will entertain them for many games to come! Feel free to e-mail me back or voice your feelings in the comment section.