All that matters is how you played the game.

Saturday, April 16, 2011

What I dislike about Rich Hagon

Since Wizards of the Coast just announced some big changes to the Pro Tour, I thought I'd suggest a few more.

Dear Wizards of the Coast,
Regarding your article "2012 Tournament and Event Structure":

At this time of change, I write to request that you consider using an announcer other than Rich Hagon during live match coverage. Hagon has a charming personality and a clear enthusiasm for the game. However, his announcing style is frustrating and ineffective (I will explain why below). I have stopped watching the top eight coverage since he replaced Randy Buehler.

I feel that this is a good time to suggest this change not only because of your announcement but also because the Star City Games Open Series coverage has come into its own and shown that Randy Buehler was not unique and that good announcers are not hard to find. Here are a few examples of announcers I prefer to Rich Hagon: Jacob van Lunen, Gavin Verhey, Gerard Fabiano, and Adrian Sullivan.

What bothers me so much about Hagon's announcing style is that he does not focus on the game. He prefers to tell stories from earlier in the week or to give personal anecdotes about particular cards than to discuss strategically what is happening in the current game. He never recaps the current board state or informs the audience of what is in the two players' hands. He rarely ponders what decisions players could be making at a particular point in the game and rather is content to wait for the players to come to their decisions and then reacts to plays as they are made. "Inferno Titan, wow, that's a big man!" he might say, as though playing Inferno Titan were the equivalent of nailing a jump shot. Magic is not a game of dexterity in which individual movements should be marveled at. It is a strategic game in which particular lines of play need to be highlighted for the clever reasoning that went into them. Just imagine how much less exciting Craig Jones' Lightning Helix play would have been without Randy Buehler and Mike Flores arguing about what Jones needed to do to win the game in the preceding turns.

If you do not wish to remove Rich Hagon from live coverage, then I urge you to direct him to change his announcing style. Tell him to focus on the match at hand, to explain the game state more, to recap the board state and contents of players' hands frequently, and to portray each game as an exciting battle of strategic wits.

(By the way, could you also ask him to stop reading the standings on his podcasts and videos? If I wanted to know the standings after rounds 3, 6 and 9 I would just look them up. I come to the audio/video coverage to get insight that I can't get from looking at a simple table. The most compelling segments in Pro Tour audio coverage are the interviews of Pro Tour players. I could do without the full game recaps as they are almost impossible to follow in audio form).

Friday, October 15, 2010

Here are cards I posted on Brian Ross' Life set entry for the Great Designer Search #2:



community.wizards.com/magicthegathering/...



===Schrecklich, October 15===
I love the "resource matters" theme (that's what I built my cube around ). I thought up these cards before your posted the Brainstorm points above, so I haven't had a chance to think about them yet.


Here is an attempt to capture the unpredictability and the uncontrollability of the aether that the blue mages on Life have been experimenting with:

: Aether Portal (rare)

: 2UU

: Enchantment

: At the beginning of each player's upkeep, that player reveals the top three cards of his or her library. That players chooses and exiles one creature card from among the revealed cards and puts the rest on the bottom of his or her library in any order.

:

: At the beginning of each player's precombat main phase, that player chooses at random a creature exiled by ~ onto the battlefield under his or her control. That creature gains haste until end of turn. Exile that creature at the beginning of the next end step.


Here is an attempt to show what green forces might be working on in a world without abundant life -- a well-defended little farm. I have two versions of this card. One produces saprolings fairly easily, while the other requires more work (but is a cheaper investment up front). I wasn't sure how many other saproling producers would be available, so you can choose whichever version would fit better with the rest of the set:

: Saproling Farm #1 (rare)

: 4G

: Enchantment: Saprolings you control get +0/+1.

:

: At the beginning of your upkeep, put a 1/1 green Saproling creature token onto the battlefield.

:

: At the beginning of your precombat main phase, add G to your mana pool for each Saproling you control.

: Saproling Farm #2 (rare)

: 1G

: Enchantment

: Saprolings you control get +0/+1.

:

: 2G: Put a 1/1 green Saproling creature token onto the battlefield.

:

: At the beginning of your precombat main phase, add G to your mana pool for each Saproling you control.


I just thought it would funny be if Life had a card called "Book of Life," so I tried to think up what such an artifact would do:


: Book of Life (rare)

: 6: Artifact

: , pay 3 life: draw a card.

: , sacrifice a creature: gain 3 life.

:, sacrifice ~, put three 1/1 green Saproling creature tokens onto the battlefield.

Here's a sad green creature:

: Bellowing Loam-muncher (uncommon)

: 3G: Creature - Beast: 5/5

: At the beginning of your upkeep, return a land from your graveyard to your hand or sacrifice ~.


I'm a little uncertain of how black works mechanically. If the cult flavor involves some kind of "weenies matter" theme, here's a card that could fit:

: Cult Prefect (common)

: B

: Creature - Human

: 2/2

: ~ costs 3 more to cast unless you control at least two creatures with converted mana cost of 1.

Sunday, November 15, 2009

Goofy artist themed decklists

Here are some goofy decklists I've come up with recently. I've been thinking about Magic in more casual terms and recently trying to think of methods of interacting with the game that maximize my enjoyment.

Personally, I get a lot of joy out of the variety of the game and getting to be clever by using cards in unusual ways (which in the case of really terrible cards means using them in any way other than as proxies). I like formats like Pauper, Highlander, EDH, tribal, and other themes.

I also like plain "casual" which I define as a kind of unclearly defined hybrid of the aforementioned types. For example, "Casual" decks do not need to be Highlander, but they will usually have a large number of one-ofs to increase their replayability and to allow for a larger number of possible synergies. They don't have to be Pauper, but they will likely be composed of mostly commons, uncommons, and inexpensive rares.

Okay, with that background out of the way, here are some casual decks I came up with recently. These decks attack the enjoyment factor from a different angle. I have found that I get heightened enjoyment from playing cards that have what I consider fantastic art and great overall flavor. To further this enjoyment, I decided to come up with entire decks composed of cards with art I like, and, to go a bit further, I restricted myself to just art from one of my favorite artists per deck. In some cases, this restriction proved to stringent so I relaxed it and created some decks made up of cards illustrated by multiple artists with very similar styles.

Enough words. Decks!

Rebecca Guay decks

U/G/w Enchanted Evening combo


Lands
6 Island
4 Forest
2 Plains
4 Seaside Citadel
4 Simic Growth Chamber
2 Sejiri Refuge
2 Graypelt Refuge

Combo Engine
4 Enchanted Evening
4 Aura Fracture
2 Calming Verse
1 Elvish Lyrist

Card drawing/digging
4 Ancestral Memories
2 Elven Cache
1 Mulch
1 Auramancer
1 Oona’s Grace

Survival/Ramping
(1 Wall of Wood? – seems bad but nice art)
4 Memory Lapse
1 Wall of Tears
1 Angelic Wall
1 Boomerang
1 Moment’s Peace
1 Predict (just to combo with Memory Lapse)
4 Wood Elves
1 Silkwing Scout
1 Heartmender
1 Quirion Trailblazer

Money option: +3 Path to Exile (promo version), -2 Ancestral Memories, 1 Wood Elves

Other options: Crackdown, Commander Eesha (rough on the mana…), Vigilant Martyr, Starlit Angel, Words of Worship, Twiddle, Briar Patch, Enchantress’ Presence, Greenseeker, Holistic Wisdom, Respite, Fog Patch.

U/B/g Guay Faeries

Lands
10 Island
2 Forest
2 Swamp
4 Terramorphic Expanse
4 Golgari Rot Farm

Faeries
3 Scryb Ranger
3 Sea Sprite
4 Spellstutter Sprite
4 Silkwing Scout
3 Thornwind Faeries

Other Creatures
1 Wall of Tears
1 Phantom Monster

Disruption
2 Peppersmoke
1 Root Maze
1 Twiddle
1 Mana Maze
1 Boomerang
4 Memory Lapse
2 Mana Breach
4 Dark Banishing

Card draw
2 Predict
1 Oona’s Grace

Other options: Bitterblossom, Oboro Breezecaller, Moaning Spirit, Shimmering Mirage, Stream of Unconsciousness, Wilderness Hypnotist, Vodalian Hypnotist, Psychic Trance (needs more wizards like the last two), Ancestral Memories, Dark Ritual, Blessing of Leeches


Guay Monogreen

24 Forests

2 Greenseeker
1 Elvish Lyrist
2 Lynx
1 Heartwood Dryad
4 Priest of Titania
1 Scryb Ranger
1 Norwood Warrior
4 Yavimaya Dryad
1 Wood Elves
2 Cloudcrown Oak
1 Norwood Riders
1 Quirion Trailblazer
1 Elvish Piper
4 Kaysa
1 Barbtooth Wurm
1 Orchard Warden

1 Resuscitate
1 Regenerate
1 Respite
2 Lace with Moonglove
1 Hush
1 Elven Cache
1 Abundance

Other option: Deathcoil Wurm (expensive…).

Guay U/W fliers
(this one’s kind of boring so I didn’t work out the numbers)

Pride of the Clouds
Angelic Page
Sea Sprite
Spellstutter Sprite
Sky Spirit
Thornwind Faeries
Silkwing Scout
Aven Mindcensor
Freewind Equenaut
Phantom Monster
Commander Eesha
Atalya, Samite Master
Starlit Angel

Twiddle
Boomerang
Predict
Memory Lapse
Serra’s Blessing
Oona’s Grace
Crackdown
Reverent Mantra

Daarken/Hagler/Kovacs/Jones/Belledin/Taguchi/Hamm (plus bonus Tucker) Monoblack

25 Swamp

1 Bloodghast
1 Drudge Skeletons
3 Corrosive Mentor
1 Dread Warlock
1 Necroskitter (Jaime Jones)
1 Bog Wraith
1 Cutthroat il-Dal (Kovacs)
1 Lingering Tormentor (Hagler)
1 Korlash, Heir to Blackblade
1 Loch Korrigan
1 Bog Tatters
1 Cinderhaze Wretch (Belledin)
3 Kulrath Knight
2 Midnight Banshee
1 Umbra Stalker

1 Blazing Torch (Kovacs)
1 Wretched Banquet
1 Call to the Netherworld (Kovacs)
1 Grave Peril
1 Blowfly Infestation (Tucker)
1 Stronghold Discipline
3 Ambition’s Cost (Jungo Taguchi)
3 Tendrils of Corruption (Kovacs)
1 Rise from the Grave (Kovacs)
1 Death Rattle (Kovacs)
1 Needlebite Trap


Waters Elemental Crunch

Lands
3 Forest
5 Mountain
4 Swamp
4 Terramorphic Expanse
4 Jund Panorama
4 Savage Lands
1 Treetop Village

Elementals
3 Smokebraider
1 Wilderness Elemental
1 Earth Elemental
3 Morsel Hoarder
3 Tar Fiend
1 Root Elemental
1 Rockshard Elemental

Non-elemental creatures
1 Cinder Wall
1 Wall of Mulch
1 Blister Beetle
1 Pit Keeper
1 Infected Vermin
2 Stalking Vengeance

Spells
1 Life/Death
1 Soul Exchange
1 Siege of Towers
1 Primitive Justice
1 Ooze Garden
1 Squirrel Nest
2 Ferocious Charge
1 Chameleon Blur
1 Elephant Ambush
2 Seed the Land
2 Charmed Pendant


Vance Kovacs/Justin Sweet Junk Jund

Land
7 Forest
1 Island
6 Mountain
1 Plains
1 Swamp
4 Savage Lands
4 Jund Panorama
2 Mountain Valley

1 Tukatongue Thallid
3 Elves of Deep Shadow
1 Slith Firewalker
2 Rip-Clan Crasher
1 Hellspark Elemental
3 Dragonsoul Knight
2 Jund Battlemage
1 Greenweaver Druid
1 Nessian Courser
1 Centaur Courser
1 Centaur Omenreader
1 Centaur Chieftain
1 Oracle of Mul Daya
1 Primordial Sage
1 Broodmate Dragon
1 Capricious Efreet

1 Blazing Torch
1 Flowstone Embrace
2 Sudden Shock
2 Colossal Might
1 Magma Jet
1 Branching Bolt
2 Shard Convergence
1 Word of Seizing
3 Vengeful Rebirth


Drew Tucker U/B/w Control

Lands
5 Island
2 Plains
4 Swamp
2 Terramorphic Expanse
4 Esper Panorama
4 Arcane Sanctum
4 Sejiri Refuge

4 Charcoal Diamond

Creatures
1 Repentant Blacksmith
1 Dandan
1 Necrite
2 Musician
3 Dream Fighter
1 Grazing Kelpie
1 Murk Dwellers
1 Harmattan Efreet
1 Viscid Lemures
1 Clockwork Beast

Non-Tucker Finishers
1 Ghastlord of Fugue
1 Cloud Djinn
1 Stronghold Overseer

1 Holy Light
3 Curse of Chains
4 Dark Banishing
1 Ashes to Ashes
1 Mind Whip
1 Merseine
2 Winds of Rath
3 Eternity Snare

Notes: Tucker has an almost coherent deck other than the finisher. The closest option is Infernal Denizen which seems atrocious in a non-monoblack deck. I decided to use some Tucker like substitutes. Other substitute finishers which cost to much monetarily: Adarkar Valkyrie, Alabaster Dragon, Archangel, Mold Demon, Spirit of the Night. Other substitutes that cost too much mana: Crowd Favorites and The Unspeakable (hard to cast these since Tucker has no card draw). I’d love to squeeze in the other on color Tucker cards but they’re just so terrible (Sigil of Leshrac, Gravebind, Power Leak etc).


RKF U/x Control

Lands
6 Island
2 Mountain
2 Swamp
4 Arcane Sanctum
4 Vivid Crag
4 Vivid Creek
3 Terramorphic Expanse

1 Thalakos Mistfolk
1 Watchdog
2 Wall of Air
1 Dream Prowler
1 Walking Dream

1 Nebuchadnezzar
1 Sol’Kanar the Swamp King
1 Dakkon Blackblade
1 Kasimir the Lone Wolf
1 Riven Turnbull

4 Earthquake
1 Recall
1 Essence Flare
4 Kaervek’s Purge
4 Arcane Denial
1 Boomerang
1 Consign to Dream
3 Theft of Dreams
2 Dissipate
1 Flux
2 Desertion


RKF Jund LD

Lands
1 Forest
6 Mountain
6 Swamp
4 Jund Panorama
4 Savage Lands
4 Terramorphic Expanse

Creatures
4 Muscle Sliver
4 Sedge Sliver
1 Mindstab Thrull
1 Searing Spear Askari
4 Flame Elemental
2 Orcish Squatters
2 Lady of the Mountain

Spells
1 Drain Life
1 Tropical Storm
3 Earthquake
3 Kaervek’s Purge
3 Pillage
1 Icequake
1 Goblin War Drums
3 Wild Swing
1 Earthlink

Notes: this deck would especially benefit from rare dual lands that come into play untapped.

Unfortunately I could not work these cards into decks: Jasmine Boreal, Pyrrhic Revival, Hymn of Rebirth – just not enough in G/W for them.

Labels:

Monday, March 09, 2009

The recent trend in Magic design: color pie first

Looking at the big picture of Magic design, I wonder if Rosewater has come to the conclusion that the color pie is such a central aspect of Magic that it is impossible to design a block that does not focus on it, one where, whatever the theme of the block is, it is tweaked and adjusted in such a way that it serves to illustrate the current R&D philosophy regarding the color pie, rather than being developed on its own as a theme and then divided and slotted into the color pie without any fanfare.

Right now, we have a multi-color block that focuses on the synergies between the mechanics and flavor assigned to different colors -- "what red ability, what green ability and what black ability would fit together on a card to make a good red/green/black gold card?"

Before Alara, we had Shadowmoor and hybrid where the focus was on the overlap of the different parts of the color pie -- "what ability do red and black share that would make a good red/black hybrid card?"

Before Shadowmoor, we had Lorwyn where one of the main innovations over Onslaught was that the tribes spread into two colors instead of having one color per tribe (the other main innovation was making use of the class/tribe dichotomy, and I suppose you could count the changeling ability as well). It might seem like the connection between Lorwyn's theme and the nature of the color pie is weak (it's certainly weaker than the surrounding blocks), but still for me a large part of what was going on in Lorwyn was the exploration of the interaction between creature types and the color pie. "What makes a black elf?", "What makes a black goblin?", "What makes a white goblin?" "How do Kithkin and Giants overlap in the white slice of the color pie?" There was even some continuation of this exploration of the relation between color mechanics and creature type into Shadowmoor -- Elves went from green/black to green/white back to monogreen while other creature types got cards in wacky colors -- like monogreen goblins and monoblack merfolk.

Before Lorwyn, Time Spiral was all about the color pie -- past, present, and future of it -- with the color shifting in Planar Chaos being the most obvious example. A lot of the nostalgia in Time Spiral and future directions in Future Sight were not really abilities that were incompatible with the current state of Magic at the time. They were noteworthy rather because the abilities had been moved into different sections of the color pie. Scryb Ranger for example was remarkable in part because it was a new green creature with flying. Future Sight did not have as much color pie stuff going on actually. But still the tone of the block was set by the first two sets.

Before Time Spiral was Ravnica. I don't need to say much about that one. It was much more an investigation of specific color pair synergies rather compared to Alara and it's several color synergies, but still the idea is similar.

Before that you have a slew of blocks in Kamigawa, Mirrodin, Onslaught, and Odyssey that I feel are much less color pie focused. They all have set themes based on mechanics and different aspects of game play. Kamigawa had card types (arcane and legendary plus shrines) and some tribal subthemes. Mirrodin had artifacts. Onslaught had tribal but in a way that focused much more on the creature types than the colors and color overlap of tribes. Odyssey had the graveyard.

Investigating the color pie is obviously fruitful based on the make-up of the last five blocks' quality. I have nothing against investigating the color pie, but I think it'd be a nice change of pace to see another set that was more about mechanics and another aspect of game play than the color pie. Go back to the graveyard or choose a card type like enchantments. Or maybe another aspect that has never been a full block theme. Obviously the colors will still be there but I'd like to see a block where the focus was on something other than the color pie and the color pie just served to break that theme into sections rather than the color serving as the framework to which the theme must compromise itself.

Saturday, February 07, 2009

Conflux Pre-release Pool and Analysis

Conflux pre-release sealed pool (6 – 0)

My deck and pool for the Conflux pre-release are broken down below. I originally started out in Jund colors with an aggressive build that touched blue for Nicol Bolas, Planeswalker and the activation of Dragonsoul Knight. After round one, I switched out the green for the more exciting white cards, trading out tricks like Resounding Roar and Might of Alara and fast beaters like Wild Nacatl and Cylian Elf for more powerful cards like Path to Exile and Empyrial Archangel.

The tournament was six rounds. Here’s what I remember.

Round 1 (Dave)
We both had aggressive R/G decks. He was base-Naya and started both games with Wild Nacatl, Knotvine Mystic, and Knight of the Reliquary I believe. In game one, I just matched his early threats with removal and dropped some decent blockers, including Spore Tokens and Dragonsoul Knight. Then Dragonsoul Knight came online when I hit domain with us both stalled out at 12 life. I won from there in two quick swings. In game two, I happily traded creatures in combat with him until the board was clear and we were both mostly out of cards. I had one card left though in the form of Matca Rioters. I was able to drop it as a 5/5 and take him down from 17 life in a few quick swings (with help from another 2/2 I played after the rioters).

Round 2 (Travis)
Travis is a good player who has taken the game seriously at times (finished 2nd at States one year) but was not putting a lot of time into Magic at this point (me neither, by the way). He was playing a base G/W/U Bant/Naya deck with a lot of exalted and large creatures. Cards I remember from his deck: Jungle Weaver, Drumhunter, Waveskimmer Aven, Sighted-Caste Sorcerer, Fatestitcher, Kederekt Leviathan, Godtoucher, Vagrant Plowbeasts, Qasali Ambusher, etc.

He won the first game by getting out a Jungle Weaver and a Drumhunter. My plan was probably flawed – I had one piece of removal which I wanted to save to combine with a blocker to remove the Jungle Weaver since I could not see myself winning unless I removed it quickly. I was just hoping the higher quality of cards in my deck would make up for all the extra cards he was drawing off Drumhunter (which it probably didn’t). He amassed the perfect attack weapon by dropping Godtoucher, Fatestitcher, and a couple of exalted guys to make his Jungle Weaver completely dominant on the attack. I was reminded of Fatestitcher’s untap ability when I dropped Broodmate Dragon and tried to race – Jungle Weaver untapped and ate one of the dragons and it was not looking so good. Somehow I did stall things out enough that I got him down to 6 with me at 5. He then earned major style points by discarding Kederekt Leviathan (due to drawing so many cards with Drumhunter). I could not find a way to deal six and had to scoop things up facing the fact that he could unearth the next turn and get in for 5 with the leviathan.

I don’t remember much of game two though I believe we traded blows early (our life totals dropped in 3 and 4 point chunks) – him with a Sighted-Caste Sorcerer and me with Knight of the Skyward Eye and Paragon of the Amesha until were were at 12 (him) and 10 (me). Then our life totals went to 5 (him) and 15 (me) so I assume I hit domain and he didn’t draw anything to stop my 5/5 flier for the next turn and scooped. This reminds me – I made another big error in the first game. At one point, I used Path to Exile on an early blocker because I was stuck on land and facing a growing army. I went for a mountain (I think, it was definitely a basic corresponding to one of my three base colors) so I could cast something in my hand. I remember thinking at the time that it would have been better to go for a Forest (a splash color at this point) to turn on my Dragonsoul Knight. I did not do this because I thought it was too greedy of a play, but considering the machinery Travis assembled that game a 7/5 flying, first strike trampler might have been the only way I could win. Any way, at this point, the super-pump knights have won two of the first four games I played (and probably should have won 3).

In game 3, Travis came out fast with some small guys and I played out Vithian Stinger and used it trade my guys for his at my advantage (a 2/2 for a 3/3, etc). Somehow I dropped all the way to 5 life doing this, while the stinger did at least 6 damage to Travis on its own. Then Travis dropped a Vagrant Plowbeasts at 9 life (he got that low from an early Darklit Gargoyle that boarded in for game three to try to get past all his big ground guys – it hit him twice down to 14 and the stinger did the other 5 down to 9). I remember almost cycling a Resounding Thunder on it before noting he had one land up for regeneration. I untapped and my plan was to cycle Resounding Thunder during combat so that regeneration would remove the plowbeasts from combat and hope that I could draw into something good enough to win over the plowbeasts with my draw step plus the cycle – ideally Spore Burst plus something that could attack. Instead I drew for the turn and it was Predator Dragon. I quickly did the math and saw that if I shot him with the stinger, devoured, swung for 6 and unearthed the stinger I would do 8 leaving him at one and me dead to his plowbeasts (I believe I had 8 lands and so could hard cast the Resounding Thunder for 3 damage). So I swung with the dragon for 4, blocked the plowbeasts with the stinger and shot Travis down to 4 and he scooped, unable to deal with the Predator Dragon (even if he had, I could have cycled Resounding Thunder once I untapped). That game was one of the times I got a bit lucky on the day – the only way to go undefeated, I believe. If Travis had drawn some kind of removal for my stinger, he would have won the match.

By the way, after game one, I boarded in Fatestitcher and Grixis Slavedriver for Canyon Minotaur and Goblin Outlander (I think) because I thought those cards gave me a better chance to win a long game with lots of ground creatures.

Round 3 (Paul)
This guy seemed like a capable enough player but I had trouble interacting with him, just one of those guys I don’t see eye to eye on in terms how Magic is played. He had a tight R/G domain deck – multiple Exploding Borders plus other fixers – most of my opponents hit domain at least one game out of every match and he definitely hit it every game. He had mostly small R/G beaters for creatures – Nacatls, Druid of the Anima, Wooly Thoctar, stuff like that. In game one, I traded creatures and removal spells for his early creatures and then let Broodmate Dragon do the winning as his life total went 20, 12, 4, 0.

Game two was funny. I only managed to take him down to 16. I believe we were trading creatures and removal. My lifetotal went 20,15,10,0 as he went Exploding Borders for 5, Exploding Borders for 5, Banefire for 10.

Game three was another Dragonsoul Knight game as his life total went 20, 18, 14, 10, 0 – get in with some early beats and then power it up for the big finish. I definitely drew Drag Down several times against him over the match since he asked me afterwards how many I had in the deck – it was a good answer to his early Wooly Thoctars (I was lucky on land draws here).

Round 4 (Chester)
Chester is a solid local player, often in the top eight of PTQs, Regionals, and States. He’s not that much fun to play against or talk to though. I believe the first time I met him was at Limited State Champs when he beat me in the Swiss (my first loss). My friend was then paired with him in the last round where Chester was in with a draw (might have even been in with a loss at that point). He convinced my friend to draw because he wanted to eat before the top eight. Sadly, my friend finished ninth on breakers and missed the top eight (while I just embarrassed myself drafting a terrible R/W deck).

Chester’s deck today was an unexciting Naya deck with Wild Nacatl, Druid of the Anima (which he pronounced Ah-nee-ma) and Oblivion Ring being the cards I remember. His draw was too fast for me game one. I don’t remember much – he had an Oblivion Ring, Wild Nacatl, and probably some other little guys. My life total went 20, 17, 11, 5, 2, 0. After the game, I boarded in Filigree Fracture for his Oblivion Ring – not sure this was the correct play but I just felt like it.

At the beginning of the match, Chester would always just wave at my deck when I presented it for cutting and I would do the same back to him. At the start of game two, I already had my hand on his deck when he waved at mine, so I said something like, “well, since I’ve gone this far, I’ll just go ahead and cut it.” He draw seven and shuffled them back. I cut him again. He drew six and shuffled them back. I cut him and he kept five. The details after that are not too important. I believe we played in such a way that he thought he had stabilized and then I dropped Broodmate Dragon. His life total went 14, 6, 0 from there.

For game three, he cut my deck and I mulliganed but I kept my six card hand despite his second cut. I don’t remember too much of this one though I think it was close – my life total dropped to 5 before it was over. He played an early Oblivion Ring on my Dragonsoul Knight and I happily Filigree Fractured it on his end of turn after I hit domain. His life total went 18, 11, 4, 0 from there. Note that this still doesn’t mean I should be playing Filigree Fracture against his deck.

Round 5 (Kevin)
Kevin was a pretty young guy with good technical ability sporting a solid Esper deck highlighted by Tower Gargoyle, Manaforce Mace, Fleshformer, Metallurgeon, and other synergistic support cards (including a Martial Coup which he showed me but never played).

Game one was very tough. He got out the suite of cards outlined above with four basic land types – giving him an equipped Gargoyle as a 7/7 flier which he could regenerate. I had several creatures on the board as well so things were complicated and I do not remember all the details. I had Paragon of the Amesha. The life totals this game can tell you a lot about how things went down. He was on the play and knocked me to 19 with his Metallurgeon on turn three before I played Paragon of the Amesha. On turn five he swung with his Tower Gargoyle and dropped me to 15. On my turn five, I cringed at the sight of the Manaforce Mace and Fleshformer he had played and swung back with a powered up Paragon of the Amesha, swapping our life totals with me now at 20 and him at 15. He swung back for 9 dropping me to 11 which I’m not so sure was the correct play for him in hindsight. My crackback made things 16-10 in my favor. He equipped the Fleshformer and swung to even things up at 10-10 and then tried to equip his Gargoyle again for blocks. Here I used Drag Down to kill his gargoyle (circumventing his regeneration capabilities) and swung in with the paragon, eating some 3 toughness flier he had played to make things 15-8 in my favor. He cracked back to make things 8-8 but was forced to scoop to my impending attack (I had some last trick / extra attackers, I don’t remember which). By the way, if he had ever ripped one of the three green sources he said he had in his deck to turn on his Fleshformer I would have been toast – once again I got pretty lucky on my way to 6-0.

I wish I could remember what he said during game two. Maybe it was on turn four when I didn’t have a fourth land type he said I didn’t have a good draw this time. I just laughed and said that my draw was pretty spicy. Things started off slow as I believe I fiddle with an Armillary Sphere while he didn’t do very much before I dropped Broodmate Dragon. This took him from 18 to 10 but I believe he neutralized it. Still, I soon dropped Nicol Bolas and forced the concession as his attackers became my blockers. I had a Predator Dragon in my hand but it was unnecessary.

This was the first time I actually got to play Bolas. I had drawn it one other time in Round 1 I think but I won before I could play eight lands. By the way, Empyrial Archangel made one appearance earlier as well – it forced a concession in a game I was already going to win. I forget when it happened but my opponent was dead to one of the super pump knights the next turn and scooped when he saw the archangel. He said he had outs to the knight but that there was nothing he could have drawn to deal with the angel.

Round 6 (Brad)
Unfortunately for Brad, he was paired up against me since there were only three 5-0 players. It was the second round in a row that he had been paired up – the round before he had beaten another undefeated player. His loss had come against the other undefeated player with Nicol Bolas, who was paired against the undefeated Esper deck in the last round. Once again I think I was lucky to avoid getting paired against either of those players in the last round, especially the Esper player who apparently finished the tournament 12-0 in games. At this point, my opponent and everyone else around the top tables knows I have Nicol Bolas, Planeswalker in my deck (though they don’t necessarily appreciate how much more than that I have or the fact that so far I have only one game of one match with Nicol Bolas over the course of the day).

Game one was…interesting. Brad’s deck was a Naya domain deck with Dragonsoul Knight, Battlegrace Angel and Aven Windreaders being some of the more prominent cards. I don’t remember too many other specifics though I do know he had the faster deck and had some smaller guys that I don’t remember exactly. Game one, he got me down to seven life before I dropped Nicol Bolas on him. He had the better board position and did not scoop immediately. I messed up here and tried to take one of his creatures, leading him to respond by giving his guys shroud with Aven Windreaders. Oops. I had enough defenders to survive a couple more turns though and managed to blow up his only island, deactivating his windreaders, with Bolas the next turn before I started stealing his creatures. He scooped at 20 life, having never taken a single point of damage.

Game two was…even more interesting. He got out a Battlegrace Angel and Rhox War Monk and was able to gain massive amounts of life. I was not doing too badly though as I believe Aven Trailblazer was protecting me nicely as a 2/5 or 2/6 flier. Still, he definitely broke 40. I had a Broodmate Dragon which was able to trade down for one of his big attackers and help keep me alive. He also had a Dragonsoul Knight, but once again luck was on my side as he was missing one color for activating it. So I was under some pressure but I had defenders that were keeping me alive as long as he didn’t draw any good removal. I recall being at six lands with Nicol Bolas in my hand when I calmly played Sanctum Gargoyle picking up Armillary Sphere from my graveyard. The life totals were something like 40-9 in his favor when I dropped Bolas and blew up one of his lands. I forget now if I needed to blow up the land to deactivate windreaders again or just to protect Bolas or to deny him the possibility of getting Dragonsoul Knight active the next turn with a proper land draw. In any case, I remember he attacked Bolas but only got him down to 1 loyalty while I traded some guys to my advantage on blocks. I blew up another land and then started taking his guys. I remember he said something like “why you playing so thoughtfully? the game’s over” as I chose my blocks and Bolas activations carefully. I think he was on tilt a bit since he had lost the first game to Bolas and apparently lost both games to the planeswalker in the other match he had dropped as well. When I played Bolas, I thought the game was actually pretty tight and I can’t say now but I’m not so sure he couldn’t have won the game if he had played differently (though I was playing pretty tight to deny him his outs) but I don’t think his mindset allowed him to look for these options once he saw the planeswalker appear for the fourth time on the opposite side of the table. Once again he scooped without dropping below 20 life (though maybe it was more legitimate this time as it was getting to the point where all the creatures were on my side of the table).

I felt bad for him after the match since the loss dropped him to 4-2 which meant he finished without prize. I wanted to give him some of my box as a consolation prized but he left before prizes were given out. I considered telling him I would give him something if he stayed but our interactions had been slightly awkward and I didn’t want to be like “hey, hang out here for the next twenty to thirty minutes while we wait for prizes and I’ll give you a few packs.” Oh well, maybe the next time I see him….

So that was how the tournament went. Conflux pre-release format is crazy – the playables are pretty deep and the mana fixing strong enough to open up most of the card pool to any given deck. Furthermore you get six packs so the options are even greater. I ended up with eight rares (two foils), though on balance I also had a foil forest in one pack. There were so many options it would be difficult to build the deck correctly. It had the tools for many different strategies.

I believe I went with approximately the ideal build. I did go undefeated with it. However, there were several games where my opponents were a removal spell or a ripped land away from winning. I also was low on life a few times when I won with my bombs. I’d be surprised if more skilled players could not have played my opponents decks in those situations in ways that would have made up the small differences between winning and losing.

My strategy with the pool was to maximize my most powerful cards which I identified as Dragonsoul Knight, Paragon of the Amesha, Broodmate Dragon, Predator Dragon, Empyrial Archangel, and Nicol Bolas, Planeswalker. The suite of six cheap removals spells was also quite powerful. To this end, I played Goblin Fodder and Spore Burst as ways to both boost Predator Dragon and survive long enough to cast it or the other bombs. Likewise, I considered Goblin Outlander and Aven Trailblazer to be cheap creatures I could play early that would also be good blockers. That was the nice thing about the deck – so many of the cards, Aven Trailblazer for insance, both furthered the goal of surviving to the late game and were useful at winning in the late game. Vithian Stinger was good at picking off a lot of the early aggressive and utility creatures but could also be good at doing the last chunk of life total if the late game was a creature stall. Hissing Iguanar was good at trading with almost any other early creature, while also helping win the game in a creature stall. There are so many x/1 and x/2’s that the two super pump knights were very good at deterring early attackers until I drew into domain and could go on the offensive with them. Knight of the Skyward Eye could trade early or late as needed. Canyon Minotaur was just filling out the curve to make sure I didn’t get run over. Sanctum Gargoyle was great as it could get back two of the most important cards in the deck – Armillary Sphere if I needed a second activation to hit domain or one of my eight drops or Executioner’s Capsule to give me yet another removal spell. And that’s basically the deck!

Looking over it now, the cards I rarely drew were Canyon Minotaur, Hissing Iguanar, and Goblin Outlander. The change I feel most confident about is that Canyon Minotaur should have been Wall of Reverence. I am an aggro player at heart, but this deck is much better at the late game than most sealed decks and Wall of Reverence does a much better job of getting to the late game than Canyon Minotaur. I did not have much mana troubles throughout the day but still I cringe a little bit in suggesting that the second most likely change would be to put Fatestitcher in, probably for the iguanar. Removal is just so good in the format.

All the blue cards still look pretty enticing to me – 2x Worldly Council would certainly have helped in hitting bombs and the proper mana (if I were base blue and could actually cast it at least). Scepter of Insight would have given me inevitability. I don’t know if that would have been a better path though. Those cards are kind of slow and looking over the rest my deck is already full of cards that serve important functions – I wouldn’t cut Sanctum Gargoyle for a generic 3/3 flier at the same cost or Aven Trailblazer for an unearthable 2/2 flier. This is just one of those pools I could probably tweak and playtest for days and not lose interest.


Deck:

Creatures in curve order
2
Dragon Fodder
Goblin Outlander
Knight of the Skyward Eye
3
Aven Trailblazer
Dragonsoul Knight
Hissing Iguanar
Paragon of the Amesha
Vithian Stinger
4
Canyon Minotaur
Sanctum Gargoyle
Spore Burst
6
Broodmate Dragon
Predator Dragon
8
Empyrial Archangel

Removal spells in curve order
1
Executioner’s Capsule
2x Path to Exile
3
2x Drag Down
Resounding Thunder
8
Nicol Bolas, Planeswalker

Mana spells
2
Armillary Sphere
3
Obelisk of Naya

Lands (Numbers on basic lands approximate)
1 Forest
1 Island
5 Mountain
1 Naya Panorama
4 Plains
1 Savage Lands
4 Swamp

Sideboard cards that I actually played at some point

The green package
Creatures
1
Wild Nacatl
2
Cylian Elf
Goblin Deathraiders (the green version was more aggressive)
3
2x Matca Riders
7
Jungle Weaver
Tricks
1
Might of Alara
2
Resounding Roar

Anti-Esper/Oblivion Ring
Filigree Fracture

Against more aggressive decks
Darklit Gargoyle

Against slow big creature decks
Fatestitcher
Grixis Slavedriver

Other cards I considered seriously
Valeron Outlander (for Goblin Outlander against non-white decks)
Quenchable Fire (against planeswalkers)
2x Wordly Counsel (for dead cards, to draw into more bombs)
Qasali Ambusher (a good blocker if I ever reconfigured with enough W/G)
Zombie Outlander (see Valeron Outlander)

Other cards I didn’t seriously consider but should have
Suicidal Charge (good apparently – maybe not in my deck’s style of stalling to win with a huge bomb. It would be better in an aggro deck that needs to get blockers out of the way).
Wall of Reverence (probably good at what I wanted to do – slow down the game until I get to my bombs. The game I lost to Banefire for 10 would probably have been a win with this card).

Also, blue had a nice suite of evasion and card draw headed by
Tidehollow Strix
Kathari Screecher
Esper Cormorants
Cloudheath Drake

Scepter of Insight
2x Worldly Counsel

Complete Pool

Black
2x Drag Down
Dreg Reaver
Executioner’s Capsule
Grixis Battlemage
Grixis Slavedriver
Nyxathid
Resounding Scream
2x Rotting Rats

Blue
Brackwater Elemental
Cancel
Cloudheath Drake
Cumber Stone
Fatestitcher
Kathari Screecher
Outrider of Jhess
Scepter of Insight
Tortoise Formation
Traumatic Visions
Unsummon
Vectis Silencers
2x Worldly Counsel

Green
Beacon Behemoth
Cylian Elf
Drumhunter
Filigree Fracture
Jungle Weaver
2x Matca Rioters
Might of Alara
Mosstodon
Ooze Garden
Resounding Roar
Soul’s Might
Spore Burst
Wild Nacatl

Red
Canyon Minotaur
Dragon Fodder
Dragonsoul Knight
Exuberant Firestoker
Hissing Iguanar
Maniacal Rage
Predator Dragon
Quenchable Fire
Resounding Thunder
2x Thunder-Thrash Elder
Toxic Iguanar
Viashino Skeleton
Vithian Stinger

White
Angel’s Herald
Asha’s Favor
Aven Trailblazer
Court Homunculus
Darklit Gargoyle
Knight of the Skyward Eye
Paragon of the Amesha
2x Path to Exile
Sanctum Gargoyle
Wall of Reverance

Artifact
Armillary Sphere
Bonesaw
Mana Cylix
Obelisk of Naya

Lands
Naya Panorama
Reliquary Tower
Savage Lands
Gold
G/W (Bant/Naya)
Qasali Ambusher
Valeron Outlander

U/B (Grixis/Esper)
Thoughtcutter Agent
Tidehollow Strix
Zombie Outlander

B/R (Grixis/Jund)
Goblin Deathraiders
Goblin Outlander
Suicidal Charge

W/U (Bant/Esper)
Esper Cormorants

W/U/B (Esper)
Windwright Mage

B/R/U (Grixis)
Nicol Bolas, Planeswalker

U/W/G (Bant)
Empyrial Archangel

B/R/G (Jund)
Broodmate Dragon

Monday, December 29, 2008

Faeries 2008

An email I wrote recently about the 2008 Faeries spectre:

I think you give Faeries a little too much credit in your review of 2008. It has certainly been a strong deck over the last year but it was only a dominant deck for a couple brief points in time. The tendency with linear mechanics like tribal is for the decks to tend to build themselves -- each card is good only when played with certain other cards. Because Lorwyn was the first set of the new rotation and the block was two sets large, almost all of the faeries deck appeared in one quick chunk and remained largely in tact from Standard, to Block Constructed, and back to Standard (and to a lesser extent to Extended). This concentration of cards into two adjacent sets at the beginning of a block is what has led to Faeries notoriety. While the rest of the metagame has changed over the year, Faeries has always been there. On top of that, it is a control deck, which means that it is popular with pro players (who have a good chance to win no matter what they play) and that it is often not fun to lose to.

However, if you look at the numbers, Faeries was only really scary at one point in time. The first time I remember people worrying about Faeries was Pro Tour Hollywood. However, the fear then proved to be unjustified as Faeries ended up with only one deck in the top eight (played by one of the best players in the world) despite being the most played deck in the tournament and posted a 47% win percentage overall (see http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/feature/460). Next, people worried that the deck was too good in Block Constructed. I agree that it was too good in the early part of the Block season before Eventide was legal. At the end of the Block season, I went through all the North American PTQ top eight results posted on Wizards' site and looked at just the decks that won the tournaments. Before Eventide, Faeries won 66% of the PTQs, which is scary. After Eventide, Faeries won 27%, Kithkin won 24%, and Five Color Control (which I defined as decks with Reflecting Pool and Cryptic Command) won 36% so the field was fairly even (though Cryptic Command was played in both Faeries and Five Color Control -- 63% of the winning decks). Over the summer, Nationals was filled Tokens decks, Mono-Red Aggro, Swans combo, Red Storm, Reveillark, and only a few Faeries decks. With the Shards of Alara rotation, most decks in Standard (and a lot of Extended) lost a lot of cards but Faeries only had to change two cards so it began the new Standard format as one of the decks to beat. However, if you look at the results from Worlds, Faeries posted only a 52% win percentage overall in Standard (see http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/feature/17d) and had essentially even match-ups against popular decks like Kithkin, Tokens, and Red/Black aggro. It did end up with five decks in the top eight but that just shows that the best players are attracted to Faeries since the Standard portion only makes up one third of the process for determining the Worlds top eight. In the Worlds top eight, all the Faeries decks combined went 2-3 (not counting the mirror match).

I won't comment on Faeries in Extended because I've written too much already and that format seems to be unstable any way, but hopefully this gives some justification for why Bitterblossom has remained legal in Standard and Block Constructed since it was printed.

Friday, August 15, 2008

Magic: the Gathering 2008 Hall of Fame ballot musings

How will the change in induction criteria affect the 2008 Magic: the Gathering Hall of Fame class? Let's use historical precedent to find out. If the same method had been used for the past three classes, we would have four fewer members in the Hall of Fame at this point in time.

Here's who would have made the cut:

Year 1:
1 Jon Finkel 97.10%
2 Darwin Kastle (Mess) 62.32%
3 Tommi Hovi 52.17%
4 Alan Comer 46.38%

Year 2:
1 Bob Maher 60.01%
2 Dave Humpherys 56.78%
3 Raphaël Lévy 42.58%

Year 3:
1 Kai Budde 90.42%
2 Zvi Mowshowitz 62.28%
3 Tsuyoshi Fujita 49.74%
4 Nicolai Herzog 41.50%

Here's who would have missed out:

Year 3:
5 Randy Buehler 35.58%
Year 2:
4 Gary Wise 39.03%
5 Rob Dougherty 38.20%
Year 1:
5 Olle Råde 34.78%

So we should expect a class of 3-4 players this year rather than the five we have had for the past few years.

From the numbers above, we see that no players returning to the ballot from previous years have received 40% of the vote on any of the past ballots. Is there any hope for these older players to make it into the Hall of Fame? Actually, the answer is yes! Dave Humpherys finished ninth on the first ballot with only 19% of the vote but then skyrocketed up with a strong 57% in the second year of voting. Between the first and second year of the Hall of Fame, a players committee was added to the selection committee so you might think that Humpherys' boost was due to his popularity with the players. However, Humpherys actually received 49% of the players' vote and 60% of the selection committee's the year that he was inducted.

So what can we learn from the Humpherys case? First, I think it shows that there is still some hope for the players from the first three classes to make it in to the Hall of Fame. In addition to the players inducted in the first class, Humpherys ended up behind non-HoFers Michael Long and Mark Justice as well fellow second year inductee Robert Dougherty. Humpherys didn't really do anything between the first and second years of the Hall of Fame and he did not get a boost from the change in balloting system (though he might have been helped by some shake-up in the composition of the selection committee between the first and second years -- I'm not going to analyze each individual vote to check this). One conclusion that can be drawn is that Humpherys' jump from the first to the second year was due to Finkel, Kastle, Hovi, Comer, and Råde no longer diverting votes away from him.

So with Humpherys we have historical precedent for the five vote limit leading to a strong effect on percentage of votes received by the candidates. The fact that the five vote limit has some effect is obvious but that it has such a strong one might not be: a candidate strong enough to finish second in the balloting received only 18% of the vote in his first year. I don't see a problem with that when the number of inductees is fixed -- he just wasn't in the top five but would get in eventually. But when you remove the guarantee of five inductees, it makes the cap on votes allowed seem kind of silly. I agree with Xoomwaffle. I think if you are going to stop fixing the number of inductees the correct way to do so is to stop fixing the number of votes and just set a threshold for votes required for induction. Obviously you would not set the bar at 40% in this case. I'd say probably in the range of 70-75% would feel right. From the following statement: "We are handing over a lot of control to the selection committee and the players committee about exactly how many people deserve to go in from each class," it seems like the point is to let the committee determine how many people deserve to be in Hall of Fame but that's not what this system does. It does determine how many people get in to the Hall of Fame based on the votes of the committees, but it does so in a haphazard way (which depends on the number of good candidates) rather than giving the committees real control.

Errr, the point of this post was to look at voting history and speculate about who would get in from this year's ballot. We have gotten a little off track here. Before getting back on track, I will add while I'm discussing this funky balloting system that in coming up with the 40% mark surely those in charge of the Hall of Fame looked at the numbers I presented above. It is interesting to note that they chose the 40% mark which should lead to at least one less inductee per year rather than something like 35% which would have given the accustomed average of five players per year (4 for first year, 5 for second year, 6 for third year).

Okay, so who has a real shot at getting in this year? I'd say the following players seem to have a good shot: Ben Rubin, Michael Turian, Olivier Ruel, Dirk Baberowski, and Masahiro Kuroda. The following players also have some compelling cases but I can't see them beating out the other players I mentioned in aiming for that 40%: Patrick Chapin, Jelger Wiegersma, Carlos Romao, Ryuuichi Arita, Craig Jones, Marco Blume, Scott Johns, Bram Snepvangers, Steve O'Mahoney-Schwartz, Alex Shvartsman, and Mark Justice.

Personally, I think Olivier Ruel and Dirk Baberowski are solid. Ruel's PT top eights, life time pro points, and GP top eights speak for themselves. I think Baberowski should be a lock with 3 pro tour wins. In fact I would think two pro tour wins would be a lock for anyone but I'm not so sure about Marco Blume -- he's a little bit overshadowed having his two PT wins come in team events where his two teammates were both individual PT champions.

Rubin and/or Turian could be this year's David Humpherys. They were both close last year (35.21% for Rubin and 31.87% for Turian) and they both have strong numbers (PT top eights, lifetime pro points, Rubin's Masters successes). I give the edge to Turian because I can see him picking up some of the Randy Buehler (both current WotC employees, both from the same circle of playtesters) and Nicolai Herzog (fellow Limited master) votes from last year, whereas I'm not sure where Rubin will pick up extra votes (he also has not been as successful on tour this year as he was last year leading up to the ballot).

It's still another couple years before the real heavy hitting Japanese players make the ballot but I think Kuroda has the best chance of picking up the "Japanese vote" this year.

Of the other players, I think Wiegersma is the only real possibility. He's very popular with the players, he continues to excel at the game, and European players tend to do better than their raw statistics in the balloting. I don't understand why Shvartsman, Johns, and Justice have not made it in yet but I think they've missed the boat: Shvartsman and Johns have similar but less impressive resumes to some of the players I mentioned above and it just doesn't look like enough people respect Justice (maybe due to the shadiness of his later career). I have no idea how to analyze Chapin -- he's a solid player but he's not dominant. If he does not go in this year, at what point, if ever, will his numerous contributions to the game other than Pro Tour play pass the threshold?

With all this analysis, my predictions are....

2008 Hall of Fame inductees:
Olivier Ruel
Dirk Baberowski
Michael Turian

Near misses:
Ben Rubin
Masahiro Kuroda
Jelger Wiegersma

Rubin fails to pick up enough extra votes to get over the 40% mark. Kuroda draws a fair amount of votes but the fact that Tsuyoshi Fujita already got the first Japanese into the Hall vote last year combined with the fact that his resume is not much different from fellow countryman Ryuuichi Arita will doom Kuroda to a finish in the 30% region. Wiegersma will also show a strong finish. I could be wrong about him, but I feel he will not get as strong of a European bump due to Ruel and Baberowski also being on the ballot.

All that said, looking at the previous ballots, I can't really see any sort of pattern or consensus set of criteria for making the Hall of Fame. It's kind of a crapshoot popularity contest and I could be completely wrong. It will be very interesting to see what actually happens!