Tag: ccg (page 6 of 7)

The Commander Returns

Courtesy Wizards of the Coast
Just imagine this guy immune to your spells and regenerating all damage.

It’s been a while since I’ve blogged about Magic: the Gathering, but recent trips home have pulled me back into what players would call the ‘local meta’ of my family. Here’s a quick recap:

Once, they called it Elder Dragon Highlander. It is a variant of Magic: the Gathering geared for multiplayer mayhem. It was so named because the decks used by players were defined by a legendary creature, usually an elder dragon. The deck could only contain colors matching those in the dragon’s casting cost, and only one copy of each card other than basic land was allowed. And Highlander? Well. In the end, there can be only one.

The variant turned out to be staggeringly popular, to the point that Wizards of the Coast decided to give it the official multiplayer variant treatment. It has now joined the ranks of Planechase (which I haven’t played) and Archenemy (which my family won’t play with me any more for some odd reason…) with a selection of high-end preconstructed decks with unique, rare and prized cards among the lists. And, unwilling to be sued by an angry sword-wielding member of the Clan MacLeod, the variant has been remained Commander.

I’ve tried my hand at the varant several times before, with varying degrees of success.

Teneb the Harvester was my first go-to Commander. As a fan of necromancy as a means to victory as well as motivations for villainy, altering my Reanimator deck into an (at the time) EDH variant seemed logical. It worked very similarly to it’s Standard origins, with creatures not staying dead, only it was very big creatures not staying dead. As I mentioned previously, though,
my sister-in-law fielded Teneb so I needed to choose another.

The other massive, legendary dragon to which I have access is Vorosh the Hunter. Back when Time Spiral was the hotness, Ravinca block boosters were still kicking around on the cheap. I’d picked up quite a few back then, and in doing so had acquired many creatures with Graft abilities. Since Vorosh is all about the +1/+1 counters when he noms on an opponent’s face, why not also make him trampling, or regenerating, or immune to spells or abilities? It never quite worked as well as I’d hoped, so I tabled it.

Razia, Boros Archangel had better prospects, but my father immediately adopted her as his first Commander ever, as red and white are his main colors. ‘Ouch’ is the word that best describes what happened next.

Turning back to darker roots, I mined my Dragonfire Archenemy deck for ideas. Lyzolda, the Blood Witch offered me her sultry services and I obliged. The resulting deck was nasty but suffered from a bit of the old ‘glass cannon’ syndrome. Still, of my previous attempts, it might have the most potential as a homegrown Commander deck, provided I can lay my hands on some of the tastier singles new to the variant thanks to Wizards (Command Tower, the Vows, etc). Considering its roots and the presence of dragons elsewhere at the family gaming table, a more vicious Commander might be Karrthus, Tyrant of Jund. In the meantime, now that I have Accorder’s Sheilds out the yin-yang, maybe I can keep Lyzolda from being what the kids call “bolt bait.” I mean, a Commander with 1 toughness? Better be ready to defend it.

Speaking of the latest expansion block, I tried to breathe new life into Vorosh’s deck with some infect and proliferation. Again, it was a noble effort but it never quite hit the stride necessary to keep up with the others around me, especially now that the new pre-constructeds had been introduced.

My last purely homegrown attempt was a red/blue number with the twin wizards Tibor & Lumia at its helm. It had a tight focus on direct nastiness against my opponents and their spells, but lacking the mana ramp of other decks it was quickly left behind. I was frustrated, and unsure of what I’d do next, other than insisting we stick to Standard constructed so I could roll all over people with my Katamyri deck.

And then, as a belated Father’s Day present, my father picked up the pre-constructed deck Counterpunch.

What an interesting choice. So much of the counter-based tomfoolery I’d been fumbling with in my Vorosh deck but in the colors of Teneb. My father, however, expressed trepidation at the word ‘counter’ in the title. “No, it’s not Counterspells. It’s the counters on the creatures and the little generated creatures often represented by counters.” (His response was “Oh. That makes me feel MUCH better.”) I then explained that counterspells or, at the very least, denial was the purview of the Political Puppets pre-constructed deck. He felt better since he hadn’t gotten me that one, but he’s still not sure what to expect.

The deck appears, as The Casual Planeswalker put it, pretty darn solid, but I do have a tweak or two in mind. I have, after all, been toying with a very similar concept for the better part of a year. Expect an after-action report on some nice, wholesome family fun (with the occasional muttered swear or threat of physical violence) after I pick up the deck from Allentown this weekend.

There Can Be Only One

Courtesy Wizards of the Coast
My sister’s Commander. She gains life. A LOT of life.

My family has become pretty keen on the “newest” Magic: the Gathering format. I put the quotes around ‘newest’ because it’s a format that’s actually been around for a while, underground & independent. But like the rockers who have to trade in their hipster glasses for suits & ties because they have to meet with label people now, the format’s been picked up by the big name and now is getting mass-produced later this year. I’m speaking of what Magic calls Commander, but some folks still know it as Elder Dragon Highlander, or EDH.

Instead of your typical constructed format, Commander has an interesting if somewhat quirky rule set that changes the pace and flavor of the game:

  • Each player begins with 40 life.
  • You may have 100 cards in your deck, one of which must be your Commander.
  • Aside from basic lands, you are allowed 1 copy of each card in your deck.
  • The Commander must be a legendary creature.
  • Your Commander is not shuffled into your deck but remains in a special area out of play. You can summon it at any time for its mana cost.
  • If your Commander would be destroyed, exiled or otherwise removed from play, instead of going to the graveyard or being exiled it returns to its area. It can be resummoned, but 2 colorless mana is added to its casting cost for each time it is sent back to its area in this way.
  • The colors of the Commander define the colors of the deck. For example: if your Commander is red, blue and black, the cards in your deck cannot contain green or white.

Typically, the Commander also lends a theme to the deck, be it creature removal, life gain or straight-forward beat-down. I originally built a creature-enchantment deck around Razia, Boros Archangel, but since most of my father’s cards are red and white, he picked her up as well. So, I’ve gone back to the drawing board. I tried a red-black burn deck with Lyzolda, the Blood Witch as the Commander… it didn’t end well. Now that more or less I know what I’m facing, as my family has become my ‘local meta’, I’ve started on a few ideas.

Vorosh, the Hunter is the most viable, unique Commander I have currently, as Teneb is being fielded (quite effectively!) by my sister-in-law, Beth. I’m building a graft/infect deck around him. The more proliferation I can get into it, the better. Until then it’ll be using some of my more insidious control tricks, at least until I get some other decks up and running. While it might be some time before that happens, due to limited resources, a couple other ideas have popped into my head.

I like my dragon burn deck (and the others hate it due to Archenemy memories), and can probably beef it up a bit with a better Commander. Bladewing the Risen, perhaps. Or I can add some control elements with Crosis, the Purger, Lord of Tresserhorn or Sol’kanar the Swamp King.

The other big idea I had involves control and artifacts, two great tastes that taste great together. The latest block of expansions introduced a few really neat control devices reliant on artifacts, so I would need a Leonid Abunas to keep them safe. But what if he didn’t come out in time? And I still needed a Commander. A little searching, however, introduced me to Sharuum the Hegemon. Black allows for creature recursion (Abunas won’t stay dead!) and her ability for bringing artifacts back is not only good for when she gets sent packing back to her perch outside of the game, but also plays right into the hands of my favorite planeswalker – Venser the Sojourner.

So I have a few things to consider as I plan for my next encounter with my fellow planeswalkers. After all, in the end, there can be only one.

Don’t Dodge This Draft

Courtesy Wizards of the Coast
Cutest little cause for victory there ever was.

Magic: the Gathering is, like many nerdy diversions, something of an expensive hobby.

It’s also similar to things like MMORPGs in that the players are on the prowl for rare items to improve their performance, and that certain arrangements and combinations are ‘best’. In the formats for constructed decks, there tends to be a mentality following this general line of thinking: “If your deck doesn’t use X combination or feature card Y, you cannot and will not win.” And more often than not, those combos and that card are prohibitively expensive. We’re talking hundreds of dollars here, folks.

That’s why limited formats are appealing to those of us operating within the confines of a budget. Everybody starts on a relatively even field, using the same basic resources and their wits to assemble the best deck they can with what they have. In addition to being wallet-friendly, it rewards good analytical and on-the-spot thinking. Rather than walking into the event with a particular combination in mind guaranteed to win games, the player has to think on their feet and make smart decisions.

The ultimate expression of this format, to me, is the draft. Not only is it the least expensive and therefore the easiest to justify, it puts critical thinking skills front and center. It’s rather different from sealed deck events, and in my opinion you get more bang for your buck.

Instead of getting a set number of packs all to yourself, you sit at a table with other players and open each pack one at a time. When you open your pack, you pick one card from among the 15 viable possibilities, then pass the rest to the player on your left. You pick another card, pass, etc. Once that pack is done, you open the next, pick a card and pass to the right. So on and so forth.

By the time you’ve finished you have more than enough cards to build the 40-card minimum deck. But if you just pick the shiniest cards or make choices based solely on rarity, you might not do very well. As you make your choices and see the cards coming by, you need to decide what cards are going to yeild a viable deck despite the randomization based on color, casting cost and the mechanics of the expansions from which you’re choosing.

Let’s say you really like a particular color, or combination of colors. It can be tempting to expect to draft that color and play to your strengths. I can tell you from experience that doesn’t always work. You need to deal with what the military would call “the facts on the ground.” If the person to your right got a really sweet rare card in your preferred color, it’s highly likely he or she will be picking up that color’s more common (and useful) cards to build the foundation of their deck. It’s a preconception that needs to be overcome.

Likewise, if you do aspire to play or compete with those who have constructed decks, you may see a card that would be useful in one of your projects either in a pack you open or passing you by during the draft. As tempting as it can be to grab that card for later use, the competition at hand may have different demands that you need to fulfill, based on your earlier choices.

It was these challenges I needed to overcome in last night’s draft and, for the most part, I succeeded. Apart from some misfortune in the first round, a sleek little black deck carried me to victory in the end. It was a vastly different experience than my first draft, which didn’t net me a single win. I learned from my mistakes, changed my point of view, and found the experience much more rewardiing since my brain was engaged from minute one. I’d probably still feel this way even if I hadn’t done as well, mostly because I think an activity that rewards critical thinking as well as game-playing savvy is a healthy one, especially if it gets one out of the house.

It’s a nerd thing, I guess.

Heavy Metalcraft

Courtesy Wizards of the Coast, art by Volkan Baga

When I last talked specifically about Magic: the Gathering I mentioned the latest edition. I should make special mention of Scars of Mirrodin. I’ve always been a fan of artifacts, and now with the return of this plane to prominence and the prospect of recruiting a planeswalker whose entire shtick is artifice and I’m on board.

One of the new mechanics the expansion brings is metalcraft, a condition that requires a player to have three or more artifacts in play. I’ve begun working on two decks using this mechanic, one because it’s my usual idiom and the other because the creatures involved really tickle my fancy.

Metalcrafted Control

I’ve been back and forth about including white in this deck. Mostly it’s blue, with Vedalken Certarchs rendering threats moot and Stoic Rebuttals countering spells. Etched Champions make for great defenders, but I have little in terms of outright attackers save for my Steel Hellkite. I do have a pair of Auriok Edgewrights who would benefit from the equipment sought by the Trinket Mages when they’re not grabbing my Mox Opal or one of my many Memnites. And I feel a little silly putting the Opal in a mono-colored deck, but maybe that’s just me.

I think I could make it work, and should I ever managed to recruit Venser, he’d fit right into the scheme.

Metalcrafted Myrs

Courtesy Wizards of the Coast Okay, maybe this is just me (again), but I happen to think the Myr creatures are pretty cute. Scars of Mirrodin has an excellent starter for making a Myr deck, one I plan on acquiring, and I already have a pair of Myrsmith cards that will make me produce the little suckers like crazy. Combined with a little metalcrafted red in the form of Embersmiths and Galvanic Blasts to deal with threats, the Myr Battlesphere shouldn’t take long to roll its way to victory. It may take some time to acquire some of the cards that I’d love to put in this deck, like Indomitable Archangel or Kuldotha Phoenix, but I’m refraining from buying individual cards over the Internet. It’s simply not in my budget.

Archenemy

Courtesy Wizards of the Coast This casual variant is a lot of fun. The scheme cards not only provide a great opportunity to use your best evil mastermind voice, they present the other players with unique challenges every turn and make them work for their victory. It’s really nice to see Magic promoting a form of cooperative play. There’s no backstabbing in Archenemy, partially because every spell counts and partially because there’s simply no time.

Using the Scorch the World with Dragonfire deck as a jumping-off point, I may end up pulling some cards from other decks to make this threat a red-black one instead of red-green. While red-green is a color combination more commonly associated with dragons than red-black, some of the tools available will make for very nasty surprises, not to mention some of the tasty things available in another Archenemy deck, Bring About The Undead Apocalypse.

Other Decks

I’m still working on my idea for a Commander (formerly known as ‘Elder Dragon Highlander’) deck, and my old decks aren’t really going anywhere. Especially not Chronomancy. But the Sliver deck and the others are somewhat semi-retired at this point, or will be once I get the Myr of Mirrodin starter. I’d like to take a crack at some standard constructed play, after all. It can be a lot of fun to compete in these things, and Cyborg One in Doylestown has a great atmosphere I wish to further explore.

It seems my planeswalking has only just begun.

Cardboard Memory Lane

Taken 4 December 2010

With colder weather coming at us and my World of Warcraft account on hiatus for now since I zigged when I should have zagged in allocated this last paycheck, I figured it was high time for me to organize the rather large collection of trading card game stuff. For a while it’s lingered in a couple of old boxes, but I blew off the dust and started putting things together, if only to make sure I’ve plucked what Magic cards I still have out of the rest.

And boy oh boy, did I sink a LOT of money into this hobby.

In alphabetical order:

Battletech

If memory serves, this game preserves some of the elements that made the video game a great time for anybody into giant fighting robots in general and the BattleTech universe in particular. Iconic mechs, heat management and pilot selection all came into play. I guess slinging cardboard wasn’t a good substitute for either digital recreations or miniatures, though, as players were hard to come by.

Dragonball Z

There was a time when I enjoyed watching this show. There was also a time when I enjoyed bringing certain characters in it to life in a card game. I never enjoyed it as much as I did Magic, which makes me once again wonder what possessed me to give away so many classic cards.

Jyhad/Vampire:TES

This game’s complexity always appealed to me. I’m not entirely sure why, but the intricate structure of the politics and powers of the Masquerade being intact in these cards makes me happy. It’s like slipping on an old, comfortable pair of pants. Or fangs.

Legend of the Five Rings

This is a universe I’ve always wanted to explore with more depth. The combination of bushido honor codes with hedge magic and dark powers beyond the wall is full of ideas I like. See also why I enjoy George RR Martin’s books. I’ve yet to get into a role-playing group that plays the tabletop game, and I only played this card game a few times. It was always fun, though.

While I’m on the subject, I seem to have a Hantei/Shadowlands deck that isn’t mine. Ring any bells among my readers?

NetRunner

Introduced not long after Magic itself got started, NetRunner came with built-in PvP. One player was the Corporation, furthering goals of world domination. The other was the Runner, hacking into the Corp’s servers to make a quick buck. It’s definitely fun if you ever enjoyed things like Tron, Hackers, the works of Gibson or Dick or even The Matrix. Although there’s more actual hacking and less wire-fu.

Pokemon

I taught some kids how to play back in Bloomsburg.

…Don’t you judge me.

Universal Fighting System

I was going to demo this and help promote it at the Roundtable in Conshohoken, before they shut down. I still have my demo materials, which feature characters like Felicia from DarkStalkers, Cammy from Street Fighter, Tira from SoulCalibur and Mai from King of Fighters. Yes, there’s a pattern there. I also have the Penny Arcade decks. Gabe & Tycho make anything more awesome.

World of Warcraft

I have more of these cards than I do Magic. I might have had similar numbers if I’d kept my original stock. I competed in a few events, picked up some of the raid decks (Onyxia & Molten Core) and even own a Aleyah Dawnbringer play mat. That may actually come with me on my next Magic trip. Anyway, most of these cards are, from what I understand, all but useless now, as power scopes have far outstripped the original expansions and, unlike Magic, the old cards have lost their luster. I doubt I could get $2000 for any of the rares from Heroes of Azeroth the way I could if I owned a Black Lotus. So they’ll likely sit in the bottom of the box until I can catalog the lot and try to sell it.

Any other card players out there? If so, what’s your game of choice?

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