When The Magic Is Gone

August 29, 2021

Charles de Lint – “Like legend and myth, magic fades when it is unused.”

I’ve been selling my Magic cards.

There’s several reasons for this.  One, my life seems better than it is.  Wait, that’s too depressing for a game blog.  One, I have crap everywhere, only a bunch of which is “mine”.  Two, last attempt to rekindle the Magic was met with ennui.  Third, highest and best use is a concept that people with economics backgrounds and who passed a real estate exam(!?!?) can wrap their brain energy around.  Four, when Dave told me he had sent his Magic to his nephew to sell, likely reinforced the idea that I’m never going to do anything with these cards.

Stage one was to take over like 5000 cards either in sealed booster boxes, in boosters in a mostly full booster box, or completely opened and left in the booster boxes.

I keep mentioning to people I’m baffled as to why I opened a box of New Phyrexia and proceeded to alphabetize by card type/subtype, including the creature tokens.  I think I vaguely recall why I might have opened the Rise of the Eldrazi box, as it might have had bombs I was looking for.  But, in either case, by opening the packs, I killed the usefulness (outside of tedious random pack generating) for Type P.  Sure, there was a brief period where I was trying to play Legacy, but it never made any sense and only red deck wins could compete, and that was almost entirely foils from multiples of whatever that special deck thing was that was an all foil red deck.

Stage two was yesterday (I’m writing this on Saturday but … nobody cares).  I took over maybe 12,000 opened and organized to varying degrees cards from the long, long ago (for the most part).  If I miss anything, it will be the French Griffons Canyon and the like I probably got from being subscribed to Duelist’s(!) foreign pack subscription.

Two types of cards pleased my aesthetic sense far more than others – multicolor cards, non-basic lands.  I didn’t make a significant effort to get rarer cards of that type, but I paid somewhat more attention to them.  It’s pretty sad how much easier it is for me to read French than Mandarin, and it can still be somewhat pleasing to speak out loud some French even if it just makes one sound pretentious.

Two total tangents.

  1. I was in Shanghai and playing a game with rules written in French where I got the gist of what the rules were saying, while Laurent explained rules in Mandarin and English.  Have I mentioned this story before in this blog?  Maybe.  But, it’s timely.
  2. I occasionally get sucked into Youtube videos of the The Voice audition sort.  I’m so loving Sweet Dreams are made of The Voice, where the two performances I care the most about are Antoine Delie’s cover of La Pluie (original is a rap song) and Gustine’s “Elle a les yeux revolver” performance including singing it with Marc Lavoine.  Um, point being that even if I can’t comprends, it can still sound … more aesthetically pleasing than a variety of other languages.

Stage three is probably to go through my 100ish Type P decks (after I record the contents for blog fodder) and all of the loose stuff lying around like Italian Renaissance packs.  If you don’t understand Type P, like confuse it with Pauper even though Pauper seems rather not worth having 100 decks for, that’s around 10,000 more cards as the typical Type P “wizard” will have a universe of just around 100 cards.  I need to find that RDW deck that’s mostly foils, too, though I’m guessing that’s not going to be worth much since it cost little for me to make.

27,000 Magic cards sounds kind of low.  Maybe with more bookshelf space to move stuff from the floor of the deathtrap, aka computer room, that I’ll find more miscellaneous Magic.  But, whatever, I used to approximate my Magic collection at around 25,000, so it’s not unreasonable.

Anyway, why does this matter?

It brings up some things.  For instance, nostalgia of when Magic meant more to me.  I was playing badminton recently when my friend said he should ask me about the Magic Pro Tour shirt I was wearing.  I quickly explained that I didn’t participate in that Pro Tour, that my possession of the shirt had a much more banal explanation – Magic’s first world’s champion was a gaming buddy of mine for a while and he gave me the shirt.

One of my more memorable memories of a match of Magic was sealed deck at Zak’s place with Tempest cards.  We got into a stall.  With zero cards left in my library, after repeatedly Capsize-ing with buyback (up to twice in a turn) to allow me to plink with some flyer or something, I had exactly enough mana to Rolling Thunder to the dome for the kill.

Sure, I have vague memories of the Mirage sealed deck tournament I won.  There was the round I had to use Energy Bolt for life to survive long enough to burn out my opponent.  Almost like a theme of how I win at Magic.  There was the free Urza’s Saga sealed tournament I came in second after round after round after round of my friends waiting for me to finish losing that was all kinds of weird with how I would do massive sideboard changes as I played the same person like three times in this very casual tournament and we had lots of cards to draw upon.  I came in second in an 8-player Invasion sealed deck, where I was sponsored by somebody else that I did way better than.  Almost like a theme of when I don’t suck when I play Magic [constructed sea creaturehood].

It brings up the concept of moving on, of giving up, of having a piece of the soul ripped away.  I still have all my Babylon 5 cards, all of my Wheel of Time cards, so many Dragon Dice.  Why?  I’m not going to play WoT again, and it’s unlikely I’ll hop over to Cambridge again to play B5 in the UK.  VTES is still theoretically relevant.  Shadowfist is still theoretically relevant.  But, other than those two and Traveller, just holding on to stuff to not have it “go to waste”.

Hopefully, the chaff that comprises most of my erstwhile cards don’t just get tossed, that somebody finds a reason to use 2/1 Shadow creatures for 3.

I very much need to move on from a lot of things.  It’s progress that I can let it go on something gaming related when I keep the most ridiculous crap forever.  Of course, if someone would not just throw out my comic books, I’d like to get rid of those about as much as I’ve become motivated to banish the Magic.

I’m sure there are other ideas, too, involved in this anti-gaming activity.  Though, just hanging with the person buying them involved some Magic conversation and such things as why one of my Magic boxes had Non-UC! written on it.  Should be obvious why, but it wasn’t.

I do think Magic is great.  I do have positive feelings to lots of cards.  It’s just that I’d rather hold on to AD&D books that I’ll never use than cards for a game that frustrates me because it’s almost the best thing ever, but its failure makes it excisable.

Well, assuming I actually log my Type P deck contents, that will provide more memories of when the Magic was alive.


The Best of … 2015

December 30, 2018

The thrill of the drill.

I don’t often comment on how the year went.  I did a couple of years ago because two unusual and major events happened, neither of which had anything to do with the election.

Maybe I’ll comment upon 2018 at the end.

January

Building L5R Characters – Origins

January 2015 seemed like a flopping heavy time, what with my reporting on Shadowfist sessions multiple times and V:TES tournaments.  While not great literature, if you want to see what playing V:TES is like for me as opposed to virtually anyone else in the history of the game {question mark, frowny face, birthday cake}, can read the tournament report post.

Meanwhile, in terms of “this is worth mentioning again after three years” posts, we finally get to this post.  Even as I was writing this post, I was getting off of what I wanted to write about.  However, intermixed with talking too much about mechanics, there’s a point made about finding the right character, even if that right character may be related to the right character sheet.

I know that HoR has been a problem for me because I’ve spent too much time on the character sheet and not enough on the character.  Nightmare War was actually better because I didn’t obsess with how the numbers would look, plus it was just more interesting than HoR3 was or HoR4 has been.

Sure, there’s a lot of stating the obvious, but, I guess, I feel like the obvious needs to be stated because people make questionable decisions constantly even when they have experience.  People.  People with blogs.  People with blogs who have written the best analysis of L5R 4e mechanics in the history of creation.

One hook is probably not sufficient to give a character enough to work with.  See my upcoming post on the dual hook-wielding build methodology for creating the most fun and most approaching absolute zero PCs ever.

February

Building L5R Characters – Traits

What happens when you get old is that you remember fewer details of your life.  Now, some of the reason for that makes logical sense – the older you are, the more details you have, thus any given detail is less of the memory pie.

I am shocked, shocked I say, that I wrote Origins before these other posts.  I think of Origins as something I did after hitting basics, though, to be fair, The Elemental Party was a prior run on talking about 4e Traits.

Does Void suck?  Well, I do find that my perspective does vary by metagame.  As mentioned somewhere, having a clearly defined role where you have Reflexes 5 is very different from playing with a bunch of strangers in a mod where nobody bothered to be a brain or a talker or a perceiver or whatever.  Still, Void would come after Awareness, Reflexes, Perception at a minimum and Earth-3 could be a higher priority.  I guess that’s not suck territory.

Kayfabeulous

People with blogs are not any one thing.  They may flop.  They may chuck.  They may criticize poetry from the early 20th Century and still may have watched like tons, one might even have said oodles, of “reaching back for something extra”, “what intestinal fortitude”, “Super-Crazy”.

’80s pro wrestling was often frustrating becomes it was so repetitive.  Modernistic sports entertainment has the … exact same problem.  Just changed from crushing jobbers to … whatever.

Somewhere, there is a great story to be had.  Of course, it’s all in the execution, which is why you favor mic gods like The Rock over … whoever.

DunDraCon 2015

I rarely call out convention reports.  I believe that I don’t feel that stating facts is as compelling as stating my perfecto o-pinions.

But, I feel like local cons and I are moving away from each other.  I just don’t feel the experience as I did a decade prior.  How mysterious and totally impossible in any way to figure out why.

So, here’s to 2015, when I reported a lot on Shadowfist casual play but also kept up with the scene in the ‘hood.

Better. Stronger. Faster.

Does anyone even get the joke of this post?  I don’t know that I do, anymore.  Old.  Let’s just say I’m superclever when I’m not on the spot to be clever – wait, isn’t that just a different word?

This is not that profound.  I just feel like calling it out.

Building L5R Characters – Advantages

Apparently, I ruled the blogosphere in February of 2015.  Because, obviously, nothing else matters more than L5R 4e mechanics analysis.

Formatting on this was kind of (nope), which I fixed to a degree later in my Disads post by using the power of bolding words.

Geez, Marie-Louise, I kind of see why my blog has gotten less popular in 2018.  I used to write useful stuff.

March

More Gooder Deck

Not a more gooder post, so why bother?  It’s long.  It mentions my “24” deck building methodology.

But, you know what?  I don’t do it as often I could, but I have posted deck lists.  Not tournament winning deck lists or here’s how to be furrier than the average bear deck lists, but sheer, unbridled insanity … to make a point.  No, to prove a point.  A thousand points.  A thousand points of CCG light.

It’s easy to have fun with CCGs.  Well, CCGs that don’t have Fate.  Build decks.  Identify other players who are fun to play with.  Play.

Building L5R Characters – Disadvantages

Yup, brilliant formatting makes this as easy to read as the make and model on Wonder Woman’s jet.

Sadly, I still follow my own advice.  I gravitate towards the cheese.  Not that I build a ton of PCs these days, so maybe I’ll learn to go back to when I liked my PCs.

[Classic] TR Vampire Ratings [6/1/2008]

This used to be my thing.  Arguing about stars for cards is fun like getting to ride in Wonder Woman’s jet.

It’s not just that fewer cards come out for CCGs I play.  It’s that I’m much more interested in just getting to play some daft Punks rather than worrying about if something is less gooder.

L5R Party Combat Guide

The original combat guide was more profound for bringing up common mistakes players make.  Neither is the definitive work on the subject.  In my upcoming post, I will …

Actually, it was a discouraging revelation to me that controlling a Unicorn Riding Horse in combat is much harder than I thought.  I don’t know why I got different rolls mixed up.

Anyway, I used examples.  Therefore, most goodest.

Flash VS Arrow

I no longer read comic books.  So, here’s my comicing outlet.  Besides knowing more than the substandard chipmunk, I happen to be the most entertaining reviewer of all things Arrowverse this side of Paradise Island.

Faster than a speeding locomotive, on to the next month …

April

Same Phat Channel, Same Phat Time …

Oh, the bronze-knees.

I was looking at our session tracker for Rokugan 1600.

Do you, wait, do I realize that each season has only been three main sessions long?  Well, yes, blog writer, I do realize that each season has been only three main sessions long.  It just doesn’t feel remotely like that.  I feel like I’m running a campaign that jumps around but still keeps building on what has transpired before (or introduces new stuff that makes the foundation of the campaign a mess).

I was trying to do three session story arcs to get more of an episodic feel with the ability to pivot faster.  Let’s see if I can wrap up season 4 in a way that doesn’t irritate the players and we can pivot for season 5 into something weird, like non-time travel, non-romance war stories.

May

Building L5R Characters – Skills

If it wasn’t for the fact that some people actually are playing FFG’s L5R, maybe I could spread out my geniusness over a longer stretch to not get everyone’s hopes up and, then, give them 2018’s travelogue.

Remember the single most important thing about this post:  I own the rights to factotumness, the rights of righteousosity.

June

July

Princess Police – Episode Guide

I’m used to short campaigns that don’t end as much as they cease to exist.  I’m fighting to try to avoid having me be the GM for such campaigns, while I haven’t played in anything for quite a while that wasn’t HoR.

What made The Princess Police interesting was how much the campaign took off long after it started.  I mean, sure, campaigns just seem to get richer as they go along until they stop, but this campaign survived long enough to have the depth of play that I hope for.

I think you can see how events became more meaningful to me later in the campaign.  This and HoR2 were the two L5R campaigns that I played that really satisfied in terms of L5R play.

August

Gen Con 2015

You know how I constantly call out convention reports.  Well, here’s another mundane, ho hum, hum drum convention report where I get into everyone’s favorite topic – food reviews.

September

Babylon 5 Request

Looking back is not so easy for the old.  There are so many B5 thoughts that I can probably only access by looking at old emails.  I don’t remember cards off the top of my head, anymore.

The B5 era was a hugely important era for me.  I became a playtester.  I became a designer.  I crusaded (but rarely Crusaded) for a game hard.  I played in the first Worlds.  I volunteered at major cons rather than just playing RPGs the whole time.

I got a foundation in CCGing that just being a V:TES player or UC! player or Magic judge didn’t.

I do realize that certain types of posts are more likely to get likes, it’s kind of interesting that this one didn’t, but, maybe, talking B5 long after the game died wasn’t a way to rapturize the masses.

RPG Yarn

I like some things.  Because I don’t really enjoy activities unless other people enjoy them, I subordinate my interests a great deal to enable groups to enjoy playing stuff.  Sure, meetup.com exists, etc., so I could find other people with more similar interests, but that requires a level of effort I’ve avoided.

I could probably write ten, twenty more words about what sort of RPGs I like.  Occurs to me that style of play isn’t something I talked much about in this post.  In my upcoming blog post on style of play I prefer, I will …  But, here’s what gets me looking for that Ring of Three Wishes so that I can blow a wish on the important stuff.

L5R Questions

I know.  It’s hard to provide commentary when everything the writer writes is pure, unadulterated geniusness.

Actually, I have an extremely reactive personality, which is why it can be challenging for me to get inspired to blog or to write more for Traveller.  So, if you want more geniusness spewed rather than the week’s latest ramble, maybe better to actually ask for what you want to hear about.

And, then, you will know everything there is to know about core book shugenjahood.  Every little thing.

October

Double-Striking, Swampwalking Squirrel Pumpers

This was a surprising hit to me.  I played a lot of Type P.  I built a lot more Type P then goldfished those builds.

Most of my Magic play, in the entire history of the cosmos, was, I’m sure, Type P.

Why don’t I talk about Type P more?  Well, I don’t play anymore and more recent efforts to play didn’t capture the Magic.

One hopes that blogging since 2009 would give readers a bit of insight into how my mind works.  This post should be one that gives pretty goodier insight.

If you ever want good sigs, like how I used to use good sigs on a regular basis, can take some quotes from this post.

Want: Land destruction, good way to blow up my own critters over multiple turns, maybe zombies

November

Brought By The Number 7

When gaming is a way of life, and I’d argue that it is for someone who has only ever been to England because of card tournaments in Germany, life is the shapemeister, baron von shape of gaming.  Sure, fiction is not quite so experiencey as, er, doing things that require physically moving more than the eyes and hands.

If staleness is a frequent problem with so many things, more posts like these might be the antistale needed.

Goat Droppings

Need more of this, somehow.

Ratings were too high on average.

This post actually take a lot of time to write, so I’m not that motivated to point out where I changed my mind, but I’d be happy to argue the rating of a card.

Book ’em Danaan

Ah, elitism, superiority complexion.  I can’t seem to escape pointing out that D&D is not remotely high fantasy.  While shopping for Christmas presents, I looked at possibilities of books I could get myself.  I’m sure no one else in the history of the multiverse has ever done that, ere now.  I didn’t shoot the wallaby.  Again, pretty much got myself a reference book for Aztec/Mayan society, which I still haven’t gotten anything out of.

December

A Mouse’s Donkey

Some things matter more to me than others.  Plus, I included an image.

Flaw Wars

Certain truths are self evident.  Btw, I don’t have high hopes that part three will redeem the problems of parts one and, especially, part two.

**  **  **  **  **

So, looking back on 2015, I can clearly see why 2015 had better stats than 2018.  I had the L5R character build posts and even more to say about 4e mechanics.  I had more original posts when it came to personal stuff or interests outside of gaming that I could pretend related to gaming.

Yup, 2015 looked mighty.  This was in the pre-True Dungeon period with lots of casual card play reports.  I even talked about Ultimate Combat!.  I wonder.  I wonder if because I changed jobs in 2015 and started traveling fairly often to Shanghai that I was more fired up even without the gaming five days a week thing I once had.

Leaving 2018 with what will inspire any and all to flood this blog with views, likes, and comments to prove that this blog has been made great again, here are some flavor texts from the best two-player CCG of them all:

  • Learned early, soon perfected – always a lance of destruction.
  • Denied the blood of life, first brain then body fail.
  • A good sweep takes you down like a patch of ice – without warning.
  • Draining speed and vitality, sand slows us all.
  • With the speed of a cobra, this whip to the head strikes true.
  • Flying enhances penetration.

In The Shadow Of Freedom

December 29, 2018

I considered just going on to the best of 2015 as the next post, but I had an unusual experience.

An unusual experience – unfortunately – that should be usual.

I’ve been building Shadowfist decks.  There are many old cards that I haven’t made much to any use of that I actually own as I’ve accumulated veteran players’ castaways.  A lot of that has to do with how disorganized what I’m sitting on is.

So, I picked a section of the floor that had card boxes sitting on it and opened up a couple of large boxes (not full) and started making decks.

I’ve said before that I build decks very differently for Shadowfist than I do for, say, V:TES.  Oh, sure, my tournament decks may have 5x MG, 3-5x Dockyard, 5x Auramancer, etc.

But, for casual play, my ‘fisting style is the model known as “I don’t give a shit.”

This works for my ‘fisticuffing because of the nature of the game, the number of players, the meta I play in.  For three player games, IDGAS might not work so well as slow starts make for bad games.  Ya da, ya da.

Even though I’ve covered some of this ground before (I should work on new material to pump my blog stats, methinks), maybe not precisely same acreage.

Does IDGAS work for other games?

Ultimate Combat!

To a degree.  UC!, though, has a very small card pool compared to my other CCGs.  There’s a huge danger when facing decks that take power generation seriously that a slow deck is a non-starter [or too much like a starter?  ha, ha ha].

UC! decks don’t tend to feel terribly different from each other within broad archetypes (counter decks are very different from mill decks which are very different from combination decks which are vary different from Favorite Technique decks which … wait, yo, homey, maybe this is why I like UC! so much – there’s a surprising amount of variety in a game where decks pretty much just put techniques in play and beat).

Gee, I guess IDGAS works reasonable well for UC!.

V:TES

Once upon a time, I IDGASed a fair amount.  I may be able to get away with it, but it makes for dumb games when other players are trying to do constructive things.  So, I moved to GingAS and ended up having less fun building decks.  Too much sameness.  Some believe V:TES has a large card pool.  I believe it has a fairly small number of card effects relative to the size of the pool.  I could certainly focus on the unusual effects more, which is where more innovation seems to arise.

Magic

I’ve never had much enjoyment from making constructed decks in Magic.  Could say it’s a testament to how open Magic is to variety, even within blocks or eras.  I just had a hard time pulling the trigger on decks.  It’s why I enjoyed Type P so much.  For me, Type P was less of a perpetual sealed and more of a perpetually creating constructed format.

Yes, I had decks like my Essence Vortex deck, but those were rare.  I always played far, far more limited.  So, I wouldn’t say IDGAS was much relevant.

Babylon 5, Wheel of Time, Tomb Raider

Yes, these three are all Precedence CCGs.  They also tended toward a certain level of structure.  I build silly B5 decks.  I did not build IDGAS decks.  Usually, I focused on something very specific, like fleet enhancements, not just throwing every Llort related card into a deck [more than a couple times].  I usually planned how to win, even if it meant making Adira as big as possible by having her attack characters for no damage.

One would think TR would be easy to IDGAS, as it’s kind of more like a boardgame than a CCG.  I mostly played TR as a playtester, though, similar to WoT but even more so in playtester mode, so I was GingAS.

Traveller

My most recent deck was IDGASsy.  I think Traveller – I know, I keep saying the same thing – is surprisingly open when it comes to deck construction.  Now, if you are playing two player, you may be in a more competitive mindset and doing certain things is risky.  I’m also not considering a meta where you are playing a bankrupt you in four rounds Broadsword a lot.  Talking about casual.

Prior, I didn’t embrace IDGAS much because I was focused on core principles of moving towards victory for things like developer articles or for demos.  The more other players build decks, the more I can goof off.

Shadowfist

Getting back to Shadowfist.  Sure, there are foundation characters, there are sites, there are mids (I don’t think “ramps” is the right word for how I use F4s and their ilk), hitters, character kill, et al.  But, between the no minimum deck size, that I typically play four-player games where not every mastermind requires four resources to put into play, where endgame situations are chaos, IDGAS predominates my thinking.

I’m building a Manchu deck, where Chimpshack.org being down is making it more difficult, where I thought about something like a 30 card deck that just Manchuchus its way to … who knows what?  We have games where someone on 15 power is useless because of an inability to draw characters in hundred card decks.  Manchu You Up! may just wreck house in the same way that Abysmal Li did.

Yeah, I retired numerous casual V:TES decks as undefeated, including some atrocious crap.  The difference is that I stopped building a lot of those decks, one, and, two, a lot of those decks weren’t of the IDGAS sort, they were trying to accomplish something from a mechanical standpoint that tended towards sucktasticness.  With IDGAS Shadowfist, the themes aren’t all that mechanical.  Yes, Manchu cards synergize with other Manchu cards (in theory), I just don’t really care if they do.  I don’t care if some foundation gets to F3.  This is totally different from my Flower Glower decks, where I’m trying to Petal power puissantly.

Sure, I’ve gone through IDGAS phases with V:TES, B5, maybe some other multiplayer CCG, so it could just be a phase, but the nature of ‘fisting is that is just seems to me like I have no real concerns with GingAS, even in tournament play with how we end up doing things like single game tournaments that last over three hours.  I don’t have to IDGAS all of the time.

It’s just entertaining.

Happy almost time for Best Of … 2015!


Mind Tricks

April 29, 2018

You may have heard.  V:TES is supposed to go back in print … again.

VEKN.net announcement.

I feel some enthusiasm.  I felt some enthusiasm last year for having some of the Anthology Set cards get printed.  Mostly, though, I think it’s because it gives something for other people to get enthused about.  I may not be that excited by the tournament scene as I expect the game to continue to be oriented to things I’m not that fond of – fat vampires and bloat.  But, new stuff causes new stuff to be tried in tournaments, which produces some level of increased variety.

We’ve been getting games in every few weeks.  That works for me.  I enjoy playing the game.  As imperfect as it is, it’s a really good game.

Which segues me to playing Magic last night.  Type P.  I have played a lot of Type P and was into it at one point in time.  I think what holds me back from being into it again is the lack of a similar culture. Type P appealed to me far more than normal Magic because of the ability to evolve decks and to strive for particular cards. The old crowd was really into those things as well, where the new crowd seems more focused on effectiveness.

After Type P, most enjoyment I probably got from Magic was sealed deck tournaments.  Maybe success had something to do with that as I won a Mirage event, got prizes in Stronghold prerelease for 5-1 or something, got Urza’s prizes for a free sealed deck tournament that dragged on forever, and came in second in an Invasion tournament where I was a card mule for a far more serious player.  Never all that fond of draft where I may have had decent decks but found the play just tedious.  Constructed could be entertaining at times in casual play, like playing my one copy of Necropotence in my Essence Vortex deck and having that cost me a game.

I don’t know if last night was unusual or I had just forgotten how I generally feel about Magic, but the drawing one card a turn thing was really annoying.  It’s such a bad mechanic that sucks the joy out of what is otherwise a brilliant game.

Of the six games I played, one was actually interesting.  It was the only game that was close and I think we forgot a special ability that would have caused me to lose rather than win at one life.  That’s the problem.  I can play six games of V:TES and find four of them interesting, six games of B5 and find three of them interesting, six games of Shadowfist and find four of them interesting.  There were numerous times I or my opponent could have scooped multiple turns before the game was over.  In a couple of cases around turn two … playing sealed deck.

Maybe the feel of the L5R LCG is a problem because I’m used to multiplayer CCGs where people get to have fun as opposed to two-player games where people just stomp on each other or grief each other constantly.  Of course, I could play some Ultimate Combat! and see if that will rekindle my appreciation for a two-player CCG.

The other players were playing Dominaria.  The set just didn’t seem remotely interesting.  Sagas are fine, but the cards I was seeing just seemed dull with there being not very strong themes in the set.

So, I knew some of the Phoenix expansion cards for L5R.  I got shown the rest of the cards.  So griefy.  I get that negative plays can make for a more balanced game, but it just strikes me as a lost opportunity.  oL5R was a terrible game (IME) because it had terrible mechanics.  But, I would argue I actually like magic samurai in that I like the RPG’s world even if it includes dumb stuff like ronin.  nL5R could have been fun, focusing on thematic elements.  Instead, it seems to be increasing the focus on mechanics over doing cool stuff.  In general, I don’t feel like I’m doing cool stuff when I’m winning, I feel like I’m beating my opponent down to where they can’t recover.

Yeah.

Give me Counter X for 15 to knockout out someone foolish enough not to play Movement.

Could be too late for me.  Could be that I’m only a social player.  A party hearty flopper.  I can’t deal with having a single opponent who is trying to win and not Vorlon Rescue Mr. Morden.

Well, there is Traveller, which can be played two-player.  I’d much rather play Traveller than L5R.  An interesting question is whether I’d much rather play Traveller than Magic.  I could say I think Traveller plays better, but that should be obvious and to have someone prefer a game they helped make over a game they bitch about constantly being nowhere near as good as it should be doesn’t strike me as compelling opinion.

Where I’m not clear what value I get out of L5R, as I don’t feel any thematic coolness and I don’t like the mechanics, I know I get different value out of Magic vs Traveller.  Magic is about discovery for me.  It’s why I like sealed deck, where I’m trying to think of the best way to build a deck, where constructed just feels too open-ended to me.  Traveller is something where I can learn that cards don’t play the way we expected, but I’m so much more focused on what my opponent is doing to try to determine what the game needs more of or less of through either their deck construction or their play experience.  The massive experience gap between me and everyone besides Jeff just causes me to not take my own play all that seriously.  Magic is also about visual appeal to me.  I don’t mean the card art.  I love things like multicolor templates and various land templates.  I like hybrid mana costs for cards.  Just get striking color combinations.

Change your perspective, change your world.  Maybe I get too far into my existing views on things and don’t try a different perspective.  Maybe I should embrace the idea of the quick scoop in Magic as fun.  Maybe I should roll a die when choosing what Ring for my attacks in L5R or when deciding how much Fate to put onto a dude because random chess is better than chess.

Speaking of painfully unpleasant.  Arrow.  I was explaining recently that the reason you do a Green Arrow show is so that you can knock someone out with a boxing glove arrow.  Can imagine how I feel about the tiresome angstaggedon that the show loves so much.  Flash at least tries for some amusement and Legends of Tomorrow does some amazing stuff along with the dumb.  Maybe the trick is to root for the villains because they pretty much constantly win until Counter X for 15 because … good has to suffer until it wins in some dumb ass way.  I can’t even bring myself to watch Supergirl, yet.  Maybe in May.  Meanwhile, Into the Badlands might get some viewing action – it got rid of its albatross storyline by fridging an idiot.  OTOH, child.  Off the top of my head, that worked in Dragonball Z and nothing else that comes to mind.


World Of Command

September 24, 2017

So, I have played some things recently that were outside the norm.

Old boardgame group got together and played two games we’ve played a lot:  Lords of Waterdeep; Scepter of Zavandor.  The latter was something of a teaching game for my friend’s son, who won easily … with emeralds.  You could go look up Scepter of Zavandor, look at prior posts where I contrast it with Outpost, or I could just say it’s a reskinned Outpost that fixes the massive problem Outpost has with snowballing victory or … maybe better way to think of it … lack of snowballing into irrelevancy.  Remember, if you can outproduce everyone, just keep pushing further and further ahead.

I also wrote up some V:TES decks, which is arguably so trivial for me to do that it hardly qualified as gaming related, more of a 10 minute thought puzzle per deck.

My friend and I played through some of a tutorial for the Myth boardgame.  Lots of stuff going on in that.  Because of hanging out with him, I got to thinking about playing/running a simple AD&D game.  So, I went to my stack of old modules and … couldn’t pull out a module from what was a stack of all sorts of things.  Instead, I pulled out Greyhawk Adventures.  Yup.  The AD&D hard bound book for AD&D/AD&D2e.  Because people who write blogs like these have this sort of thing just lying around.

I actually read some of it.  I looked at the adventures – I guess I’m the sort of jaded gamer who is the target audience for zero level play except I don’t have any interest in playing a loser [uh … no comment].  I read some monster entries, glanced at god write-ups, skimmed through some NPCs.  There’s so much potential in RPGs for amazing stuff, yet the yesterworld was just replete with game stats.  I guess it can be inspiring, somehow.

Made me think that I should suggest to TD to use a Gorgriffspidrascorp as a monster some year.

But, the most different thing was playing Magic.  My first play of Commander was in Stockholm because my first “play” of Caylus was in Shanghai, etc.  Rather than ‘fist each other, I borrowed a Commander deck and only played my Commander after two players were eliminated?!?  Might have been right before my prey was eliminated.  I think I attacked with my Commander once in the game.

I can see the appeal of Commander, to a degree.  I would rather play Advanced Squad Commander with Commander rules and 50 card decks or 60 card decks, but I get that lack of reliably is an essential part of people enjoying the format.  It does address some of the problems of playing standard constructed.  But, I realize at certain points in Commander games – all two I’ve ever played – that it still has Magic’s fundamental flaw of drawing one card a turn.

I was mana limited all game.  Finally got an artifact in play to accelerate beyond four mana a turn and had the artifact bounced back to my hand.  Sure, I won.  But, that’s because I have decades worth of multiplayer CCG experience and have some vague idea what the rules for Banding are (white not my preferred color but whatever).

Yet, as much as Magic has this flaw, other CCGs have other flaws and the only perfect CCG is …

No, Ultimate Combat! isn’t perfect.  No, the Traveller Card Game isn’t perfect.  What’s perfect are all of those individual experiences playing whichever flawed game where you just enjoy the heck out of what you are doing.  The Level the Playing Field vs. Not Meant to Be war I can vaguely recall while in Castro Valley playing with one of B5’s designers.  Ousting two players with Jake Washington in a tournament.  And, others that will become harder and harder to remember as I age.

So, I’m fine with playing Commander.  I’m fine with building Commander decks.  But, where other people get off on trying to build coherent Commander decks that abuse their Commanders’ abilities or whatever.

I.  I opened up a pack of Betrayers of Kamigawa and Saviors of Kamigawa to see if I got a legend to use.  I did.  Now, Champions of Kamigawa would make more sense, but I have fewer of those packs lying around, maybe one or two, maybe not even that many.  I am now at a point where I don’t know whether to continue to open Kamigawa packs until I can put together a 100 card deck or branch out so that I can support a 100 card black deck where I couldn’t care less if I ever put my commander into play.

Do I just open packs of things I have lying around until I can make a deck?  Or settle on particular blocks (much harder given what I have in packs)?  Do I try to preserve some way to track what I’m opening out of packs so that I can convert Commander cards into Type P decks?  Would I ever try to construct a real constructed Commander deck rather than a sealed Commander deck?  I don’t see why.  I don’t enjoy actually putting together constructed Magic decks.  Oh, sure, I enjoy thinking about them.  But, where V:TES with its no card limits and numerous close substitutes doesn’t feel onerous to me at all in terms of what I’m willing to play with, Magic constructed has always felt onerous to me, even if I could scrape together an Essence Vortex deck with one copy of Necropotence (and lose a game because I played Necropotence rather than just own with Essence Vortex).

I really like the idea of putting together a mono-color Kamigawa deck from just opening packs, but I don’t think it’s possible.  I’m not even sure how feasible it would be if I had boxes sitting around unopened.  The amount of packs I imagine I’d need to open to have a minimum number of non-basics to field a deck seems to be so incredibly wasteful (unless I can P the other cards somehow) that I can’t justify living such an extravagant lifestyle [quiet, tokens are a new toy].  I, of course, would rather build multicolor Commander decks.  So, maybe I dig through Ravnos or Return to Ravnos packs, except I don’t have like infinite quantities of those, either.  I could breakdown my Type P decks I never play and have little interest in playing to have stock.  I could even write down the contents to recreate the Type P decks if I ever felt that was sufficiently important in my life.

Given that every time I play Shadowfist, I think about how I could build new decks, yet rarely build new decks, can I get fired up enough to build Commander decks?

This is the beauty of Type P.  Five packs, 27 basic land, done.  Megasealed, which is what I’m thinking about, is just so resource intensive.  I already have to hunt for basic land just to complete P decks.  Scary how much land would be needed to field sealed Commander decks.

Interestingly, one of my friends gets me stuff.  Makes me feel guilty for not getting him more stuff.  Now, I’m totally good with my female friends getting me stuff as I do get them stuff, but that’s not gaming related and, thus, neither here nor there.  Anyway, he has gotten me Magic stuff that involves legends that could be used as the bases for Commander decks.  Since I don’t know what else I could do with constructed materials like those, since Type P is the only format I build decks for, seems obvious to make use of stuff people give me that’s, uh, gaming related.


The Draw

October 2, 2016

Other than spending way too much time thinking or transacting for True Dungeon, my focus recently has been on creating a card game.  At some point, I assume I’ll talk about it here, but it’s an actual business venture unlike the solitaire games I’ve written about.

The draw, i.e. the charm.

I’ve written about what I’ve enjoyed about various CCGs.  Maybe I just cover the same ground, maybe not.  The intent is to not get into what makes the game good but what made it charming to me.

Ultimate Combat!

The flow of the game.  I have never cared particularly about the techniques.  I often try to avoid playing with Speed and Strength even though I’m a monstrous fan of how advantages work in the game.  There’s just something about how the cards play out in many a game where the math becomes enjoyable.  You don’t need to think too deeply or track a bunch of text.  Hmmm … you … don’t … need … to … track … a … bunch … of … text.  I hadn’t thought about how different that is, before.  Welp, guess there was value in writing this post, after all.

Magic

Aesthetics.  Not just card art.  Use of components in mechanics.  Color pie.  Multicolor.  Non-basic lands.  Creature types.  I just like looking at Magic cards even for sets that I never want to play with (Innistrad).

That, and potential.  Magic is far more complex than UC!, which isn’t necessarily better, but it does mean that there’s so much more potential for things you can do.  You can build more meaningful theme decks.  You can build all sorts of Johnny decks.  With Magic, much more than other games, you can take one card and consider how you might use it.

Vampire: The Eternal Struggle

What attracted me early on, the Vampire: The Masquerade stuff of clans and disciplines, isn’t what attracts me to playing these days.  Yet, this post is what charms games have, not how much I can revel in silliness.

Disciplines are all about transient effects.  I like how UC! is mostly about transient effects, latched on to events in Babylon 5, etc., so I’m a transientophile.  But, I knew what the disciplines were about in the RPG.  I had my preferences, sometimes carried over, sometimes didn’t.  Hate Dominate in the RPG to where my Tremere and Ventrue characters had zero dots between them.  I keep saying it because it’s so weird for me to like things that are powerful (well, that’s just reputation and not really true but sorta, kinda), but I like playing Dominate in the CCG.

I was far more into clans back when the cardpool was smaller and there were fewer and before I got fixated on how unbalanced the clans were or how tedious it could be to see people play the same stuff over and over.

I like the five-player game for how I can develop slowly and still be relevant, for how there are no clear ways to play against your opponents until things become distorted.  Three-player can be playable, but I never look forward to it.  Four player really only has going for it that it’s faster than five-player, when you want to get games finished.

Babylon 5

Theme.  I do a lot of mechanical themes, so I’m not talking just about Narn Shadow Intrigue or whatever (even though that’s somewhat of a mechanical theme).

I built virtually no decks that used Refa as my starting character.  I actually don’t really remember one such deck, so it’s possible that I didn’t build any, even while playtesting.  Londo promoting Babylon 5, Londo watching the Centauri Fleets murder everyone (well, not really, my military decks were almost always about racing to victory as fast as possible, so it was more like Fleet Week even before Show the Colors got printed), Chosen of Gaim/Drazi/whatever wasn’t Chosen of Squid cheese – these were things that entertained me.

I’ve mentioned before how I like fleet enhancements.  For some reason, I just really like military decks and fleets, even though the show isn’t that much about such things (and Vorlon/Shadow fleets are dumb in the game).  But, why fleet enhancements, which generally sucked?  I also enjoyed putting stuff on characters, like guns on any character.  There’s something about building up things in B5 that I don’t often enjoy in other CCGs.  I think it’s because I feel more of a connection to cards on a narrative level.

Wheel of Time

Card representation of book elements.  While I argued about stats for B5 cards, I was never as into B5 as other people were.  I wasn’t even particularly into B5 until I got heavily into the card game.  I played B5 because it was put out by Precedence Publishing, which put out my favorite RPG (at the time).

I didn’t know anything about WoT when Precedence decided it was going to publish the CCG.  I got caught up.  Fast.  I had the advantage that the series was some five books in or whatever when I started reading them, which meant I wasn’t waiting years to find out what happened next.

I didn’t just design cards, I designed cards.  I did art requests.  I hunted up flavor text.  Birgitte was awesome at the time before she got relegated to boring background stuff.  I had submitted multiple versions of her card.  I used one or two of her lines from the books as email sigs.  Much like B5, there was a connection between source material and cards, but there was a difference.  With B5, I enjoyed more spoofing on the source material.  With WoT, I was more fanboyish, looking to highlight those things I liked out of the books.  When we were testing Illian decks after Dark Prophecies, I eschewed them, as I just didn’t care anything about the Council of Nine or what sort of military they had.

Precedence may not have been perfect when it came to CCGs, but there was something done right when it came to translating source material into cards, even decks.

Shadowfist

I don’t know that Tomb Raider, Netrunner, Tempest of the Gods, or the likes held my interest enough to point out charms.  Shadowfist I picked up very late because it had negative elements to me.

I’m not a crossgenre fan, in general.  I don’t like games that seem random.  A lot of card effects, like Mole Network, Bite of the Jellyfish, Imprisoned, Nerve Gas, Neutron Bomb, etc. just weren’t fun to me.  Mass destruction was particularly unappealing to me for a long time because of also comparing with Wrath of God and Armageddon in Magic.

I’ve mentioned some of the appeal to me, nowadays.  The RPG made me care about the world, so the crossgenre issue was defeated.

Oddly, V:TES helped defeat my issue with mass destruction.  V:TES is a game where permanents can get overly permanenty.  While plenty of games see things that stick in Shadowfist, plenty of games see nothing safe.

Does UC! appeal to my interest in martial arts?  Maybe?  Once upon a time.  I don’t really consider the martial arts aspects of the game these days.  Shadowfist does a better job of connecting to the sorts of things that cause me to take interest in seeing martial arts shows, presently.

With every CCG, there’s something to dislike.  For some reason, I enjoy characters far more in Shadowfist than the equivalent in other games.  Usually, I’m about events in CCGs, whether they are instants, advantages/actions, reactions, or whatever.  Some of the reason I lowball events in Shadowfist has nothing to do with not wanting decks full of stoppage but just because I find characters more charming than events.  Weird.

I think more than anything else that allowed me to embrace Shadowfist was the contrast with other CCGs.  I wasn’t invested emotionally.  I didn’t care if it was balanced.  I didn’t have any favorites (well, I do like some factions better than others, but didn’t come in with having favorite cards).  I didn’t need to be able to build every deck.  And, so forth.  It was something novel for me as a CCG experience.

Horizon

So, the card game I’m doing design/development for.  Will it charm people?  Will it draw upon the source material enough to create a connection, have a good dynamic, flow well, produce satisfying results?  I think one of the partners sent the playtest materials out, so might be soon to see how other people buy into something rather than my write about what I buy into.


Cleanse The Slate

April 9, 2016

I might post next week but won’t be posting for a couple of weeks after.

I don’t have anything on mind that is philosophical.  I just have on mind miscellany.

Shadowfist

We played two games Saturday after I got out of a meeting.

Chi Bomb is really annoying, much more so than I expected.  It’s easy enough to work around once I remember that Jammers are being played, but I’ve gotten annihilated by it, like Thursday, when I played Crown of Thorns and lost three dudes and had sites take four damage just because I didn’t bother revealing all of my sites first.

Jenny Zheng multiattacked for the win.

In the second game, I played Purists and had three Quantum Sorcery in play at the end.  I had two revealed Great Walls, an unrevealed site, played Kisa Serkov, and she got Killdeered.  Then, someone ran into her until she died.  We were supposed to play a quick game so that we didn’t have to move tables when the store section closed, but we can’t seem to choose to play a quick game.

Which brings me to my thought on Shadowfist.  How to speed up games without making them boring?  More power is not the way.  Our house rule of playing sites to new columns for one less power is good for this sort of thing – opens up a lot more targets of attack.  Obviously, people could play decks with less stoppage.  People could play more superleap.  Both of those sound not that great, in that, for the former, the average amount of stoppage isn’t that high.

I don’t know.  We tend to like the amount of stuff that happens in our games, we just don’t want to play for more than 3 hours, so we rarely start a third game.  Superleap does a good job of ending games, but it can often end them in not very satisfying ways.

I was mentioning how the fastest games I tend to play in are ones where one or two players get rolled over by someone, which is like the opposite of fun.

V:TES

Stick with CCGs for the moment.  The tournament got me thinking more about V:TES.  There’s something of a discussion on vekn.net about tier one decks, which I don’t really have anything to say about since I’ve never played in an environment where you could define best decks nor am I even sure such a thing as best decks exists.  Better decks, yes.  My Ass SB deck is not as good as stealth plus Govern plus Conditioning.  Whether that makes Malk94 more likely to win a tournament or less is not as clear, but, if Kate and I had switched decks, she would have likely had no VPs where I could have ended up with the same or more without that much difficulty.  But, best?  I much rather prefer playing against decks like Malk94 or Dembleed because I actually bother to put bleed defense in most of my tournament decks.  They win the argument of “if a newb can win with this deck, then that makes it better than …”, but they lose often.  Lot of time they lose because I think newer players are more likely to be the pilots.

Anyway, what always comes up when I play is just how many decks I’ve yet to play.  It’s not always cards I haven’t played, sometimes it’s combinations of cards I haven’t played to a significant level.  I still haven’t gone hardcore Preternatural Strength plus Spike-Throwers, for instance.  Nor have I done casual Clan Impersonation.

I haven’t embraced my suggested variants, whether Ancilla Antics or Distinct Directive.

Magic

Type P for me is not the same thing as it is for most of the people who play it.  I’ve got some new “wizards” together, and I become reminded of what actually interests me and what doesn’t.

What I’m most enthused by is a deck that has clear and limited goals.  A card pool that is too strong and/or that has little you would want to change just doesn’t have much long term appeal.  I have an all Journey Into Nyx wizard that looks like a lot of fun to play, but it may get boring fast because there might not be enough interesting ways to evolve it.

Meanwhile, a wizard that has good enough cards to function but no hook is forgettable.  Type P wizards are a bit like RPG characters in that they have successes and failures and should have character development.  Just getting your 2/2 for 2 that can’t block upgraded to a 2/2 for 1 or a 2/2 for 2 that can block just isn’t compelling character development.  My Nightstalker deck can be hilarious, which makes it structurally interesting.

It’s not that I hate all of my good decks.  I have a blue/red deck that is extremely oriented to how I like to play, that also comes across as quite the beating (I haven’t played it anywhere near as much as 30 or so other decks).  It doesn’t have any coherent evolution plan.  If anything, its distinctive cards actually run counter to what makes it good.

I’m increasingly cognizant that any new wizard needs to build around the cards I’ll enjoy building around and not just trying to be good … since I don’t aim for just being good … trying to be good at whatever falls into some middle ground of balancing being good at something specific.  I really need to just pick those cards that are the most fun and really ignore whether the deck is remotely functional playing them.  Well, I might play a build that can win some useful cards to make it more functional at playing them.

Of my new wizards, one has an obvious, interesting goal – become mono-red.  It has some awful creatures in it even in a more viable R/U/w configuration just because I needed more creatures.  It would love 2/2s for 2 that can’t block, as a huge upgrade.  I know what packs I’d pity pack it with.  Winning something interesting might alter its path.  My dragon-collecting deck didn’t have a dragon-collecting plan until someone was fine with losing a dragon to it.

But, it’s these sorts of “this deck will be known as the deck that does …” things that makes me keep playing so many of my wizards.  With everything from Alpha to Shadows Over Innistrad available as potential antes to win, can end up with creations that no one would ever see, whether it’s because constructed play would weed out to many weaker cards or any popular format of limited Magic wouldn’t have the ability to end up with cards from any set.

Heroes of Rokugan

I still have yet to play any Nightmare War module.  I no longer really have any interest in trying.  If people I game with want me to play, sure, whatever.  But, I just don’t have enough interest to justify putting a bunch of effort into getting tables together.  Then, so much time has passed at this point, that I would rather just find out what the plan is for HoR4.

I wonder if Gen Con will have any HoR event that isn’t NW.  If it’s only NW, I very well may not end up doing anything L5R at Gen Con for the first time in a long time.

A format that opened up ancestors, not having to ask about kata, playing any minor or imp you wanted, any path or advanced school.  That format holds some interest to me.  Nonhuman PCs and guns really don’t.  That’s not L5R, anymore.

I do have interest in playing L5R characters.  I suppose if I were playing I’d have that much more interest.  As should be obvious in my pattern of posts, whatever I’m playing at the time is what I spend most of my time thinking about.

I have my HoR4 characters planned, I just have no sense of what’s going to happen.  I assume 4e will continue to be the mechanics – the buyout by FFG probably simplifies timing, though knowing that 5e isn’t around the corner in advance may have seen HoR4 follow right after HoR3.

Since L5R RPG posts are far more popular than my other posts, I could try to figure out what else I think about 4e.  I’m just not sure there’s that much more to say.  Do people have things they want me to opine about?  They sure seem to keep looking at the same posts over and over, so I don’t know if I’ve said everything I could usefully say or not.

Things I haven’t written much or anything about:  supplement mechanics – schools, paths, advantages/disads; advanced schools, in general; much about paths, in general; ancestors; kiho (because these don’t actually exist in my play); ninja stuff (might as well ask someone else who actually finds these sorts of characters interesting); and whatever.

BattleTech

I played a week ago as a demo on mechanics.  BattleTech, in the absence of narrative, is actually a pretty not good boardgame.  It really needs the story.  Whether you care about your pilot who got an Awesome shot out from underneath her, so she’s stuck with a Charger or you care about your Charger that went XL with double heat sinks and Gauss (or, even dumber, stole clan tech to effectively just be a clan mech) or you care about the scenario you are playing with its ice floes and explosive decompression rules while every third round someone bombs you, the resolution system is actually kind of a weak point in that it’s rather random for attacks while movement/terrain rules kind of suck.

I kept hitting the same left arm with a single large laser against a heavier mech, taking out half the AC/10s on my opponent early on, and our one on one was just kind of dumb after that.  That would make for good fiction, but it makes for a crap competitive game.  Sure, with experienced players, much like a two-player CCG, just call it and start up something new, but BT requires far more setup IME than shuffling up another deck.

TV

I read a lot of reviews of the shows I watch, most of which are superhero shows.  I find criticism interesting, but I also find myself thinking “okay, it’s not perfect, maybe not even well acted, well plotted, well staged, but … did you find it entertaining?”

A big difference between young me and old me is that young me watched a lot of TV and only really cared whether he enjoyed it or didn’t, where old me thinks about wasted opportunities, plot logic, acting, dialogue, fight choreography, special effects quality, etc.  On the other eye, I still decide to watch flawed shows just because they are entertaining.

I don’t know if I’d enjoy a high quality show, but, then, I don’t watch any high quality fiction.

Since pretty much all of the fiction I watch are DC superhero shows, one thing does come to mind.  Look.  The things that happen are often because the producers are trying to emulate comicbook logic.  Sure, it’s dumb the sort of things characters decide to do or the situations they may find themselves in.  Sure, a guy who can run fast enough to travel through time should never be threatened by anyone who can’t move that fast.

Yes, plenty of people will post comments along the lines of “The reason this happened this way in this show is because it’s a trope/genre feature/CW show.”  So, I’m really just adding support to them rather than being all uniquely special.

Where I can see it being frustrating that time travelers with a variety of superpowers can’t take out some guy who lives a long time and has nebulous street level superpowers, I do respect that Berlanti and crew are not giving me Smallville, Lois & Clark, or whatever that felt more like a TV show with superheroes rather than a comics style superhero story on TV.

May

What should I write about in May?


Card Superiority

March 28, 2016

This post also could have been called “Your Better Third” cuz …

Looks like I’ll be P-ing, again.  Type P Magic, that is.  Not sure if I ever linked to rules for it.

Type P

When is cracking packs fun?  When you are playing limited.  As much as I don’t see any advantage to the LCG model, it’s not like opening three boxes of boosters to get enough copies of tournament cards is somehow enjoyable.  It’s often tedious and frustrating, only made more so when you get sets that don’t have nice even distributions of rares or power uncommons.

As prizes?  Nah.  I buy enough boxes of cards to get everything I am interested in or, for games with card limits, enough to trade to get what I’m looking for.

What’s the payoff with limited?  Obvious, right?  Card variance.

So, what are the thirds with CCGs?

Better Player

Better Cards

Better Deck

Inspiration for this post is a combination of the last two.

I often have wanted to crack better cards when playing limited.  I know there exists generally a great deal of interest in cracking better cards, even if it was a myth (to a great degree, anyway) once upon a time that Magic sealed wasn’t as skill intensive because you had greater randomness of card pool.

But.  This idea runs counter to how I play multiplayer CCGs.  Sure, I once played two-player CCGs competitively, even Magic, if at a minor level.  They are a different animal for reasons I’ve mentioned at various times.  But, let’s continue on with the thought.

In multiplayer CCG play, I specifically don’t try to build best decks.  With rare exceptions, I’ve never tried to.  Sure, Conscription, “win in 20 minutes” B5 decks were something I found appealing.  Can go into reasons why, but I’ve either mentioned them or they distract from the gist.

Assuming I’m not driven to victory at all costs, wouldn’t I rather have weaker cards than my opponents in limited play?  After all, if I win, it comes down to skill, one or both of two types.  (Ignoring luck and limited sample size issues.)

Either play skill, which is not the topic, either.

Or, deck construction skill.  Which kind of is.

The best deck isn’t necessarily the one with the best cards.  That applies to constructed, as well.  Affinity might be all the rage, but, if everyone maindecks artifact hate at ungodly levels, maybe want to play red control or something.

My experience with not playing the best cards, coming up with my own personal banned lists either for cards or for decks, has soured me on the idea of cracking better cards.  (With V:TES, it’s much more cards.  But, I didn’t play certain decks with B5.)

I still want tons of burn out of Magic packs because I enjoy burn far more than anything else, despite it being really good and even better in limited.

But, the idea of “OMG!, double White Eyes, Black Magician” to wreck people with is … just … hollow.  It’s a fluke.  I don’t plan on selling cards, though I should probably sell a bunch of my Magic cards I never intend doing anything with.  So, foil, mythic planeswalkers of a Jacey bent don’t really amount to extra value.

Not to say I want to analyze a set’s commons to death so that I can build the optimal metagame deck (not that Type P has a metagame, given that it’s essentially sealed Classic) and have pure joy in how my common 1/1s with some annoying special carry the day off of inspired, heroic, bushido flanking.

I guess, at least until I find some reason to think competitively again, I’m just interested in getting random cards that are cool.  Might be cool ability, cool art, cool name, cool cost.  But, it’s almost a commander mentality without remotely getting into playing commander.

Yet, the reason for this post is that there’s still an interest in building a better deck.  Sure, it might not be the best deck for a card pool but a best deck that does what I’m interested in doing.  The last time I played P, I sided in a second Coral Eel and a couple of Giant Octopuses to go Octopus configuration, figuring 3/3s and a 2/1 for two can annoy morphs.  Deck was way too slow in the second and third games, though.

Magic really did do certain things right.  Limited is just so good because there are so many facets to it.  Sure, you will not have some of the consistency and card combinations that constructed provides.  But, you get flex your brain around having a specific card pool that is not predictable.  Sealed is even more this way than draft, which is part of the reason I vastly prefer sealed.

Draft has its own skill – um, drafting skill.  It’s interesting to me, though likely far less fascinating to me than a lot of Magic players find it.  I’d rather spend my time dwelling on how I force a red splash to play two burn spells when all of my other colors are vastly better.

I actually favor redundancy in my Type P decks because it’s a format that can get absurdly redundant.  I have seven Llanowar Sentinels in a deck, though I could imagine someone going crazy with just trying to build the most redundant Type P deck ever could find a way to get a ton of Raging Goblins or something.  The appeal, though, of redundancy tends more towards the “OMG!  I cracked five Scornful Egotists in five packs!”, with a bit of a “Are you sure you don’t mind losing a Shivan Dragon to this deck that already has two?”

And, draft kind of requires having a draft pool and playing out that event, where something like P has the advantage of my 15 year-old decks still being intact and all ready to acquire more dwarves.

Oh, well, yes, Type P is also different from common limited in that your card pool universe changes over time.  Though, I did do with a couple of P-ers a sealed league where it was just about adding a booster every week.  That had some interesting elements.  Magic – so many ways to play.  V:TES, B5, WoT, UC! – not so much.  Actually, Shadowfist might have more functional formats because people will buy into the idea of playing variant formats far more than V:TES players ever have.  Stronger theme.

Better Player?  I defer to my betters most of the time.

Better Cards?  Sometimes cool cards are better cards, and 3-mana, 4-damage, cannot be reduced or redirected or countered to chump or brain is always very cool, or, like, a real card that has some of those features.

Better Deck?  Magic isn’t the only CCG where this occurs, I find that I usually have the second best draft deck in any V:TES draft I play, but the decisions are rather more interesting when you have some bomb demon with double black but just really need to play R/U/w until you ditch blue and go R/W until you ditch white and go mono-red.

Yup, scary as it is.  Where I hardly enjoy cracking packs for CCGs I play, I still enjoy cracking Magic packs.


Draw, Lose, Win

February 6, 2016

I’ve now forgotten what got me to thinking about this, but I got to thinking about success and failure.  Oh, not in RPGs.  In CCGs, though the principle could apply to boardgames.

Not how to succeed or fail.  Not on the strategic level.  On the transaction level of the game.

I speak of transactions during CCG play because I needed some term to describe the events that happen during play that entertain me the most.  Results don’t generally entertain me.  Of course, a result can come from a transaction.

Anyway, I’m going to do my usual “here are the CCGs I played the most and why Ultimate Combat! is the best CCG ever” breakdown.  The general idea, to reiterate, is … wait, I don’t think I got to what the point of all of this is.  The point of all of this is that I enjoy CCG play when you have interesting, one might say compelling, successes and failures within games.  Probably, I’m also of the bent to be more interested in successes than failures.

Magic

I can say that drawing one card a turn is the worst thing about Magic.  But, that’s independent of actually enjoying playing.  I don’t enjoy Magic less because I draw one card a turn.  I enjoy it less because drawing one card a turn reduces how many things I do during a game.

Speaking of doing things during a game, this topic goes to why I enjoy Magic so much less than other CCGs.  I don’t feel like I succeed during play, at least not in any sort of compelling way.

What are points of success/failure in Magic?  My creature deals damage or not.  My spell is countered or not.  My counter counters your spell or not.  My removal removes or not.  I burn your brains or not.  I sac land to create mana to force you to draw your deck or not.

In a lot of ways, in other words, my cards do something meaningful or not.

Turn two, I tap two land and cast a 2/2.  Turn three, it attacks.  That is okay.  But, what if you cast an equivalent 2/2 on your turn before I attack and I decide not to trade?  That’s not succeeding at something.  Maybe that’s not failing, either, but nothing happening* is pretty boring.

*  Which makes one wonder why I spend so much time doing nothing during V:TES games, but I’ll get to that later.

So often, what happens in a game of Magic is something that doesn’t produce any sort of interesting, one might say dramatic, success or failure.  I bring out a 4/4.  It gets bounced, destroyed, even possibly buried since Type P still uses bury, or removed from play.  That’s a “removal success” on my opponent’s part, but it’s rather uninteresting to me.  Of course, the worst situations in Magic tend to be of the “I really need a card to deal with the board position, but I just drew a … land/card I can’t afford/other irrelevant card”.  Yes, mana screw is a variant of this, where I often see games where you don’t get one of your colors or enough mana to keep up.

It could very well be why I gravitate towards to fast decks with low mana curves.  You are more likely to play something early.  That early play may not win you the game, but it’s likely to do something.  Plus, shooting people in the noggin might make up for being in some sort of board position lock.

I’m probably not alone in the idea of wanting to DO THINGS when playing games.  After all, hand destruction, land destruction, and counterspells are three of the things players have expressed the most hate for.

Not to rag much more on Magic, but, even when I’m winning, I’m often bored with what is going on.  Oh, look, my auto creature generator keeps generating another dude my opponent can’t stop.  Or, whatever.  Not always the case, but far too often.

Ultimate Combat!

I don’t recall Mindslaver going off in any game of Magic I’ve played.  The older, yes, printed earlier, Mental Domination has gone off a bunch of times.  It would seem like the ultimate unhappinesser.  It’s weirdly not.

Actually, most of the time, Mental Dom just speeds your opponent towards decking.  The board impact is rather minimal as there’s little ability to prep or follow up with something nasty to an eight-cost play.

Now, Shake Up has to be a better card because it’s far more effective at deciding who wins.  But, I’m getting off topic.  Suppress is more like what Mental Dom would seem to be.  The ability to deprive someone of playing the game is, of course, not terribly enjoyable.

Attacks are far more interesting in UC! than in Magic.  Because techniques are one-shot plays, you lose something by deciding to attack or deciding to defend, unlike some 1/6 wall in Magic just sitting there sucking up damage every round.  Sure, Favorite Technique and weapons break this big time, though weapons are too unreliable or require too much effort in my experience, just leaving the potential for hideous lock situations with Drunken Favorite Techniques.

Yet another reason that UC! might actually be a better game without the expansion – Drunken Style is just way too much of a hose.  Whether it’s combinations, Adrenaline, doubled Speed/Strength, X advantages, or … well, other advantages are kind of too esoteric to worry about, Drunken techniques just fail too many “progress towards winning” plays.

Oddly, perhaps, you can get by with many fewer techniques than Magic decks will creatures.  Though removal barely exists in UC! and every use of a technique means it goes away, a lot of games are won off the back of three or so attacks.  Attack, combination, combination, with some help besides just a movement card can get you there, though probably have to do a bit more than just swing three times.

While Healing Mantra isn’t the best thing ever, it is rather discouraging on how it undoes successes.  It’s not like you really stop it from resolving unless you get into an unexpected Psychic Delay counter war.  On the other hand, for the more controllish player (in practice, but is this true in theory?), the success of getting back some hit points in a game that can often be – beat, beat, beat, over – may very well be an interesting success.  I know I’ve thought about holding off on attacks to choke someone on Healing Mantra until I could go over the top in one round.  That’s possibly interesting.

You rarely fail to play your cards.  They often do something.  Limited play has a strong technique management element to it that shows up very differently in constructed play.  Just putting out some random 3/2 technique may decide the game because so many UC! games come down to “if I don’t win this turn, you win next turn”.  When you do come up short because someone had the Speed/Strength to survive or had some bizarre play, like Banana Peel, to do so, that’s rather interesting.

Vampire: The Eternal Struggle

Every action is a possible success/failure.  Really, a hunt action can be quite dramatic, though usually just more setting up something down the road.  So much of my enjoyment in the game is seeing whether my bleeds will succeed or fail or seeing whether bleeds against me will succeed or fail.

But, tool up actions can decide games.  Votes are annoyingly swingy much of the time.  Though, to be fair to voting, I often have the view that most KRCs should succeed.  After all, someone invested cards and capacity into doing something, so it feels more failuretastic when a vote fails than when a bleed fails.

Combat is far less interesting to me than to others because I see it falling into a closer to Magic paradigm of success/failure not being all that interesting.  The best combats are the play a bunch of cards but little actually happens sort.  Those are pretty rare.  What’s interesting about “I rush you, Carrion Crows, Bats til you die”?  I still get beaten up by Trap decks, and it’s routinely boring as hell.

If Magic is a game where I feel more like the interesting bit is the result, V:TES falls into the camp, along with most other CCGs, where I’m living in the transactions.  (UC! tends to have fewer transactions and they tend toward being the same sort much of the time.)

Shattering Blow on Assault Rifle – yes, combat can be amusing – is living in the trees.  That should both be an interesting success for one player and an interesting failure for the other.

Masters and events – not really interesting successes and failures except in those rare cases when Sudden on a Villein is indecisive.

So, you may be wondering how all of this is any different from my going on about positive/constructive/quality interaction.  I guess it’s not.  I guess I’m repeating myself.  Well, on with the recursion.

Wheel of Time

Why WoT before B5?  Dice?

So, dice is not something I would go with in a CCG.  Oh, sure, die values on cards, like War Cry or 40k is really interesting and has rather sophisticated design space.  But, actually rolling dice?  That’s pretty ugly.

Made even more so by how important your rolls could be in WoT.  Prior to “Fixed Rand”, Lord Dragon giving you a big dice pool, and other expansion mechanics, WoT was way too dependent upon rolling specific things.  Even after the first couple of turns, after you burned Pattern just to bring out your Thoms or Liandrins, you needed certain symbols to continue your snowball of annihilation, your “I draw my deck” (but later errataed) advantages, etc.

Success.  Challenges didn’t become as important until later in the meta.  Suicide Dragon relied on them.  Maidens (not in playtesting where they were the most broken thing ever) relied on them, though that was long after the game had changed dramatically from Premier’s limited viable options.  So, what was success largely a matter of?

Recruiting, of course.  Card drawing.  Searching.  Yeah, there’s a reason WoT wasn’t one of the best designed games ever.  How about Overrun?  Succeeding at nuking characters or not nuking them with Overrun was a key feature of the game.  Last Battle event play to swing things just enough for victory was a key feature.

A strange game by the way I describe what it was like.  Actually, yes, it was just a strange game.  Recruit, recruit, recruit, draw cards to recruit some more.  Then, roll lots of dice.  Every once in a while play against some goofy kill character deck where you had to have your Guarded by Fates a ready or Healing Herbs.

There was certainly something going on during games.  Well, moving on.

Babylon 5

Expansions may have had a lot of bad ideas, but the most problematic environment (other than the Drakh/Ultimate Hoser environment or the “look at all my technomages environment”) was the Premier environment.  For the simple reason that success barely needed to happen to end games.

Sheridan gets a bunch of Doom that nobody can really interact with, Martyr, win.  Centauri/Narn win two conflicts and cheese to 20 power.  Alliance of Races, Forced Evolution, Order Above All just put a clock on the game.  Shadow Marks make Centauri Border Raids unstoppable … unless you You Are Not Ready something into oblivion.

Not Meant To Be could counter some stuff.  You Are Not Ready didn’t always hit “good” conflicts, it sometimes stopped annoying conflicts.  Level the Playing Field may have been annoying in how swingy it could be, but it did make success and failure more interesting.  There were a lot of events, at different points, that someone could play to suddenly be able to pop out a fattie or to buff someone.

Trade counters may not have made trade cheese all that interesting, but it did produce failures where you could expect only successes.

A lot of games weren’t really that good, certainly when it came to producing results.  But, tooling up certain characters or in certain ways was interesting to me.  “Adira Strikes” might have been intended for social play since the whole idea of Inconclusive Strike on Adira to make her bigger was not terribly productive, but the idea of pumping characters other than ambassadors with enhancements, aftermaths, marks, or whatever was a way to get some transactional success.

Unfortunately, the mechanic most intended for transactional success/failure – aftermaths – was normally a waste of deck space.

There’s a lot of B5 play I forgot.  But, for whatever reason, I tend to remember the positive – my amusement – a lot more than the games that just rather sucked.  Enjoyable card play must have been part of the experience.

Shadowfist

To me, Shadowfist is the CCG I’ve played a significant amount of that has the most transactions by far.  I can breakdown the important stuff in B5 games or V:TES games, even with a ton of cards played or in games where stuff happens for two hours.  I can’t ever seem to recall every little notable event in a Shadowfist game, unless the game is horribly unbalanced and over in 20 minutes.

But, are those transactions interesting?

Yes.  Shadowfist also happens to be the game where I have the least feel for what determines the outcome.  Because the outcome is largely removed from my experience, it is precisely the successes and failures in the transactions that I focus on.  Lusignan riding a Fire Horse and wielding the Boundless Heaven Sword is a success right up until he gets shut down by some cheap event, which can be an interesting failure.

Sure, Kinoshita House, Fox Pass, and whatnot make for less interesting failures.  But, there’s often so many things going on, a stack can just get insane, that I’m living in a world of transactional successes and failures.

So, why isn’t Shadowfist the best thing ever?  Because it can be too much to track.  V:TES has a much more manageable amount of effects in play at a time, to where I feel like I have some control over what happens.  I can determine success or, at least, predict it.

Having the player be in control has value.  I notice a lot more the sort of mistakes I make with other CCGs.  With Shadowfist, too often, it’s questionable the extent of a mistake.  I can look back at winning a V:TES tournament after letting Augustus Giovanni get torped right away in a prelim round as a mistake that probably didn’t hurt me any.  It improved the optics on my position of pathetic weakness.  With Shadowfist, I often don’t know whether overlooking something hurt more, hurt less, or didn’t hurt at all.

That lack of knowing does decrease the compellingness of successes and failures.

Maybe I just did rethink the whole concept of quality interaction.  But, I think there’s some point to trying to get at a bit more detail on what’s enjoyable about actually playing CCGs (there’s always deck construction and metagame analysis for other reasons CCG can be enjoyable).  It’s really Magic where I realized that I just don’t feel like success and failure in the transactions engages me that much, and that’s why I would rather play any of the other CCGs I’ve mentioned today.


CCG 103

November 15, 2015

So, there I was, beating up on an eight-year old at Type P Magic.  He had Assassinate, Lightning Axe, and Sulferous Blast in hand at one point and should have played them differently.  I drew a Swamp in time to Cruel Revival his Evil Eye of Urborg.

Curve.  Card advantage.  Card synergy.  Managing cards in play (e.g. blocking sometimes).

There are plenty of things to learn.  I don’t recall picking up a game nearly as complex as Magic is at that age.  I was only playing mahjong, rummy, chess (badly … hasn’t changed), and the like.

So, I wouldn’t put a lot of expectations on my opponent.

But.

I got to thinking about other CCGs I play and how there must be a lot of subtle things about them that it takes people time to learn.  Well, duh.

But.

To make this post useful, what are they?

Vampire: The Eternal Struggle

Somehow, I doubt I’ll be able to articulate without having an example situation in front of someone.  I’m certainly not going to build some intricate examples in the next hour and a half.

Pool totals.  For some reason, people don’t seem to pay as much attention to them as I would.  I could very well be wrong.  But, the pool is the Spice, er, …  Then, comparing those totals against stuff, you know, bleed stuff is something to do.

Everyone knows that Samson can bleed for 5.  Do they plan around that?  Do they plan around the likelihood of that?  I’m not talking about HoFers, I’m talking about people developing their winningnesses.

I’m constantly amazed … well, no, I’m not.  Amazed isn’t the right word, nor does constantly come in.  Let’s say I’m occasionally surprised when I assess that someone will win unless something significant happens and others don’t consider the player to be in the penthouse position.  The flip side is that it’s occasionally easy to see how someone dies in one to two turns and yet is considered worthy of added dyingnesses.

Bleed bounce is not given enough respect in terms of how it interacts with pool totals.  Someone without bleed bounce probably has 8-12 less pool than someone who has the greatest thing in the history of cardboard vampire proclivities.  Yes, that means someone sitting on 15 pool very well might be dead before their turn.

Deck focus.  Huh?  Focused decks are more predictable, thus why I try not to play them.  I’ve been stunned by a rush deck pulling out a wake, before, so sometimes you just don’t know.  But, let’s use the example of how lots of decks generate zero intercept.  That’s a big deal.  Whether you are running no stealth boost, some stealth boost, or are nothing but stealth boost, you kind of want to know how much you need to do things so that you can math your way into ousting damage.

Combat survivability.  Combat tends to blow, I mean, suck in V:TES.  It’s not the awesome, “I play six cards and we each lose one blood” mechanic that is should be.  I often get nuked in combats I don’t need to get into, though sometimes that just makes me look weak until my inevitable victory.  Sure, it takes time to learn about all of the combat possibilities as well as the probabilities of them occurring, but it shouldn’t take that much effort to learn to not block when you have a lot to lose and little to gain or don’t take that trivial action that will get you blocked and ‘schrecked.

I guess that gets into a broader concept of what actions matter and which don’t.  I’ve noted on multiple occasions that the reason hunting can be so strong is because it’s an action with little appearance of significance.  In a two-player CCG, “bleed, bleed, bleed, and … bleed” might be constructive, certainly endgame situations see a fair amount of this.  But, optics matter.  Yup, optics.

One can get deep on, say, the value of getting a weenie torped and having it sit in torpor as a sign of how pathetically loserville you are before you oust a couple of players, but let’s not get esoteric.

Babylon 5

I haven’t played B5 in quite the years.  But, a great problem with B5 was predictability of who was where at winning.  Can reasonably count potential influence/power gains.  So, not the most interesting thing to mention.

What about who has Secret Strike in hand?  What about those few aftermaths that actually affect winning, like Rise to Power?  What about someone having a chain of replacements for Londo or whomever in hand?  What about the guarantee that someone will You Are Not Ready you because you actually want to do things?  So, maybe don’t overcommit to your conflict.

Wheel of Time

I can talk about dead CCGs if I want to.

Overrun.  There’s not that many cards that will just rip your characters to shreds.  Play around Overrun.  In fact, many of the Last Battle events were rather predictable.  One Power events were kind of unpredictable because it was such a crapshoot whether you would generate enough OP symbols to play them effectively.

When in doubt, leave all of your characters home and recruit.  After all, that’s what the game was mostly about.

But, actually read what control of contested advantages will do, as that can be a huge headache if you just let your opponent play their game.

Not quite hitting the theme of the post?  Okay, this is a case of bringing up deck construction – every search and card draw and force your opponent to discard effect is worth considering, no matter how tortured it can be to generate politics to play “Draw 2 cards.”

Ultimate Combat!

Speed and Strength.  There are not a ton of things you can do to mess with math.  Power Drain is an interesting one.  But, chipping against attacks is a way to just barely not lose.

There aren’t a ton of rules to UC!.  Actually, some things are just not explained at all.  On the other hand, there are a surprising number of rules written into the double sided foldout sheet that comes in starters.  Like, that defenses higher than attacks reduce attack values for all subsequent attacks.  Making the decision to overload a block when not playing a Counter is … damn, I keep trying to go with simple things for people to be aware of, yet this is techy in a “one more tournament and I hit black belt status” way.

While possibly one of the most challenging aspects of the game, thinking about when and what to discard is a key element of being less outmathed.  How many techniques do you need to win?  How many advantages?  If you draw Adrenaline, what happens?

Shadowfist

Me dumb player.  Me not know how to factor in burn for power.  Me forget Underworld Tracker in smoked pile.  Me hold on to three resource-requiring card until not me wins.

Reset

Okay, this post is all over the place.  Let’s get back to learning principles of such things as curve, card advantage, et al.

Card advantage is not the dominant feature that Magic makes it in many other CCGs, which is actually fairly interesting.  Yes, Shadowfist can see it, once you factor power advantage.  V:TES can only occasionally see it like with minion advantage or permacept.  It’s probably one reason I enjoy UC! more than Magic – so many of the differences between the two mitigate card advantage; then, you have Favorite Technique to remind you of how much it sucks that one card can just own you.  B5 certainly had card advantage, though how much it mattered as a practical matter was hard to say.  I mean, there’s a reason multiplayer CCGs work as well as they do when they often have inferior mechanics and card design to two-player CCGs.

Curve.  I haven’t figured out the curve in Shadowfist, though our numerous house rules mess around with this quite a bit.  UC! has a more severe curve than Magic in some ways, at least with respect to techniques versus creatures.  In UC!, if your technique costs more than one, you may just be screwed (unless it’s your “Favorite”).  I used to think three cost techniques were competitive.  Ha.  Ha ha.  WoT has a goofy curve to it due to Pattern cost reduction, though if you expect Whitecloak play, then you probably need to focus more on being able to get your recruiting infrastructure together ASAP.  B5 often had an anti-curve with characters.  It was really about whether you were (Support of the …) Mighty or not, first, then about how massive you were.  Now, fleets were different.  I hadn’t considered it before, but, maybe, I liked boring old fleets because their costs were more interesting.

Try another angle.  Let’s say I’ve lost a lot of games of every CCG I’ve played.  What caused me to lose?

UC!  Getting behind in power.  Not defending enough.  Not discarding the right number of cards.

Shadowfist.  Not generating enough power reliably to play cards.  Not having enough resources to play cards.  Not discarding aggressively enough.  Not paying attention to effects.  Making a bid for victory when I knew it wouldn’t work.  Not manipulating other players.  Not burning for power often enough.  Not playing more “I win” cards.  Playing Ascended to try to find something about Ascended that was remotely interesting.

WoT.  Playing a proxy in the only major tournament I ever played in.  Not playing more Murder of Crows.  Actually, I don’t really remember losing much at WoT.  I’m sure I did, I just don’t remember it.  I know I didn’t win tournaments, though we had so few of those.  I don’t really recall who won our locals.  So much of our play was playtesting that I can’t recall our real play results hardly at all, and playtesting inferior cards wasn’t my fault.  I did own with Forsaken.dec and Maidens at times in playtesting, but that just got cards changed so that those decks weren’t as degenerate.

B5.  Playing stuff that was less boring.  I’m sure I made play mistakes, but I don’t recall those so much as I recall losing to mindnumbingly straightforward decks.  Also, another case of spending a ton of time playtesting.  Not abusing Crusade Piles, Techno-mages, and whatever.  Not playing more hosers, like ways to stop a Support of the Mighty win.

V:TES.  Playing against better players.  Yup, really.  When I play against better players, my winenergy is reduced dramatically.  So, what’s better?  Knowing cards better.  Yup, I actually sometimes get owned by other people knowing cards better.  Thinking of a possibility, then not playing to it.  Mark Loughman newbed me in one tournament game when I knew he could play Change of Target, but I blocked, anyway, … as his predator.

Also:  not playing more wakes; more bounce; more acceleration; more Blood Dolls/Minion Taps/Villeins; more winnie-kill.  Relying on other players to do sensible things, which is a dumb thing to do as many of my tournament wins have come about because other players didn’t do sensible things.  Losing concentration in endgame situations.  Not willing opponents to do my bidding.

Hey, you didn’t talk about tempo!  Tempo can answer card advantage.  Yeah, whatever.  Other than WoT (and Conscription based B5 decks), I generally avoided tempo – too much multiplayer play.

Okay, I have no idea what I was trying to accomplish.  I started with an idea of learning basics in managing CCGs better both deck constructionwise and playwise, and I just threw out a bunch of observations.