Category: Card Games

  • Secrets of Strixhaven – Prereleases and Thoughts

    Secrets of Strixhaven – Prereleases and Thoughts

    Another month, another Magic: The Gathering set. This month, it’s Secrets of Strixhaven. The OG Strixhaven was a magic school-themed set with a focus on instant and sorcery spells. Secrets of Strixhaven is another swing at those themes, bringing back the same colleges of magic with new mechanics.

    Set mechanics, and other context

    Secrets of Strixhaven’s marquee mechanic is prepared. This is a mechanic that lets your creatures cast copies of instants or sorceries printed on them under certain conditions, a bit like an inverted version of Adventure. All colors get some prepare cards, and some are a bit better then others.

    An image of the Magic: The Gathering trading cards Abigale, Poet Laureate, and Lluwen, Exchange Student.

    Here are the schools, and the single color mechanics!

    Quick Overview of the 5 Archtypes in Secrets of Strixhaven.

    Lorehold – Red/White – Flashback/Repartee; Graveyard manipulation payoffs

    Prismari – Red/Blue – Opus/Increment; Payoffs for casting spells, bigger payoffs at +5 mana.

    Quandrix – Blue/Green – Increment; Get +1/+1 counters, and slow the game down a bit by flicking things back to your opponents hand.

    Silverquill – Black/White – Repartee; Very aggro beatdown decks that reward going on the offensive.

    Witherbloom – Green/Black – Lifegain; Get rewards for gaining life. Gain more life. Stall out the game until you have advantage.

    Also, this set brought back common two color tap lands, and Terramorphic Expanse, so splashing a third color is fairly reasonable.

    A splash image of Green text over art. The text reads "Secrets of Strixhaven".

    I went to two Strixhaven prereleases. Let’s get right into it. Here are the two pools.

    Event 1 Pool – 1 win, 2 draws. – Witherbloom splashing blue

    Event 2 Pool – 3 wins, went to top 4. 2-1 in semis, knocked out 0-2 in finals – Quandrix splashing black

    An image of all the cards in a Magic: The Gathering decklist.

    Pre-Event Prep

    I didn’t do any test pools this time around, which came back to bite me. Secrets of Strixhaven sealed could turn into some really grindy matches, and if I’d known that earlier, I might have adjusted my strategy.

    I also might have recognized that Silverquill was the aggro deck.

    Going in, I thought Secrets of Strrixhaven would be bomb-heavy, with a lot of removal. I think that was generally a correct read! What I didn’t fully anticipate was how that would impact game pace.

    Event 1 – Lessons Were Learned

    There’s not much to be said on this event that isn’t really said by the pool itself. In matchups into non-Silverquill decks, games tended to get slowed down, mostly by small deathtouch creatures. Burrog Banemaker, and Noxious Newt were responsible for a lot of this.

    An image of the Magic: The Gathering cards "Burrog Banemaker" and "Noxious Newt"

    Everyone had combat tricks, but no one wanted to drop their combat tricks first. And in a set where every color pair has a mythic flier, using hard removal on little guys feels like it might be a bad idea. So games tended to stall out until someone dropped a bomb.

    For example, my first opponent had a Dellian Fel. As far as planeswalkers gon he is fairly vanilla. But it turns out that being able to gain life, draw cards, and destroy creatures, while having a synergistic emblem you can get on your second turn after playing him is pretty good! I’ve also seen a few other matches where the paradigm cards just kinda shredded people; mostly Decorum Dissertation and Germination Practicum.

    An image of the Magic: The Gathering cards "Professor Dellian Fel" and "Decorum Dissertation"

    Anyway, I wasn’t the only person getting match draws. The friends I went with also got some, and other folks also drew. It was pretty weird honestly.

    Long term readers will know that I consider anything less than complete victory a loss (this is not a good character trait!), so having “lost” like this, I wanted redemption.

    Event 2 – Back to School

    I’d learned a few things at the first event. Primarily: I needed to find a way to aggressively close games out before they went to time.

    Usually in a sealed event, there aren’t many ways to influence your pool. But Strixhaven has a seeded pack for each college in each prerelease kit, and the Fourth Place (my store) allows trading sealed kits with other folks in the event before it starts. So I swapped my Witherbloom kit for a Quandrix one.

    Witherbloom wasn’t bad, but it wasn’t good. Even running pretty half of the rares, they just didn’t do enough to actually win me matches. So I needed an additional source of bombs, and I thought Quandrix could do that for me with cards like Pterafractyl and Fractal Mascot

    An image of the Magic: The Gathering cards "Pterafractyl" and "Fractal Mascot"

    I was mostly right! I managed to convincingly smash my way through my first two rounds, then struggled a bit in round 3 before managing to take the win. This put me into top 4, where I pushed through semis to finals.

    And then I got absolutely butchered in the finals. Some of this was the Silverquill deck I was playing into. Some of this was just making a large number of blunders. I’m of the opinion that Silverquill, with just a few good cards is much, much stronger than almost every college in this set, because it’s the only one that really gets rewarded for going on the offensive. Repartee and Prepared spells are just incredibly synergistic, much more than having some +1/+1 counters, or a bit of lifegain. And with games stalling out, cards like Summoned Dromedary and Inkling Mascot just do so much.

    Overall Thoughts

    I generally liked Secrets of Strixhaven. That said, I have some thoughts about the seeded packs.

    I haven’t minded seeded packs previously. Both Khans and Avatar used them, and I thought they were pretty good. To be more specific: I didn’t feel like I lost games in those sets because my opponent had a ended up a with a better color of seeded packs.

    That’s not really true of Secrets of Strixhaven. Both events I went to, Silverquill just absolutely cleaned people out. I did some free play against a friend’s pool yesterday. He rebuilt it into Silverquill, and… I got cleaned out again.

    Some archetypes are going to be better in some formats, and some pools are going to be stronger. But it felt like some Strixhaven sealed pools would always go to time, and some would absolutely run over anything in their way with value commons and uncommons. And you could sway your odds if your pool was Silverquill-seeded.

    I didn’t like that much.

    Also, bring back foil year stamps on promo cards! I know you can do it Wizards. Wizards said they did it to “reduce the number of cards that store owners have to care about, and to make things easier if release dates change” but like… they are doing special versions of Japanese-only alt arts exclusively found in collector boosters.

    You can add a single special card to prereleases, you cheap weasels.

  • Single Player Magic The Gathering

    Single Player Magic The Gathering

    Recently I promised a friend that I would make them a single player Magic: The Gathering experience. This is funny for a lot of reasons. Mostly that the person in question is a game designer who loves single player games, and I’m a game player who hates them. But a promise is a promise, and so I spent a lot of time playing single player magic.

    And I have some thoughts.

    I’m going to detail those thoughts, various game modes, and my experiences with them. I’m pulling them from this list on Board Game Geek.

    Also, in case anyone who made any of these ends up reading this: please keep in mind, I’m a hater. I already don’t like single player board games. I’m doing this mostly for research on my end. Don’t make changes to your mods to try to please me of all people.

    The Wrath of Zorr

    The first one in the list, Wrath of Zorr, is possibly the least interesting to me, both from a play and design standpoint. It’s a standard game of Magic where you roll against a series of tables, resolving effects and creating tokens for the AI opponent.

    Notably, it appears to be from 2013. The problem with this is that creature power has been substantially pushed up since then. I was able to grab one of my commander precons, shuffle in the commander, and beat it to death with ease.

    Zorr’s turn 3 best outcome is arguably to get a 1/1 flier and kill spell, or a 1/1 flier and a 2/2 bear, whereas a 3/3 for 3 is practically the floor for creatures in the precon I was using.

    Wrath of Zorr also requires the player to make a lot of decisions about what to kill, when to attack or block, and redefines existing magic terms, notably completely changing what “Exile” means in context.

    I suspect that 15 years ago with creature power level much lower, this could have been a more interesting experience. As it was, I found it dull and clunky.

    Aaron’s Solitaire – Moonfrog Edition

    Aaron’s Solitaire is another single player variant that uses a single deck between the human and AI player. The player plays a normal game of Magic, and the AI plays cards off the top of the deck for free.

    Aaron’s Solitaire suffers a bit from the same problem, despite coming out in 2019: creatures are too strong when they aren’t controlled by mana costs. This time though, it happens in a slightly different direction, because it allows cards like this to pop out on turn 1.

    Valgavoth, Terror Eater (Duskmourn: House of Horror #120)

    Do you know what happens when this occurs? You lose.

    Same for this guy.

    Again, I didn’t find this mode to feel very much like playing Magic, and I didn’t exactly have a great time.

    Horde Mode + Garruk the Slayer

    Horde Mode was the first one of these I’ve played that offered something that felt a bit closer to standard Magic experience. While the player plays a standard game of Magic, the opponent plays with an 80 card deck, and that deck also functions as their life. On each of their turns, the AI player resolves up to the top 3 cards of their deck (Stopping early for mythics/rares/uncommons) and then swings in with everything.

    I’ll give Horde Mode some credit here. It was more fun than the other modes. But it was still not very fun, because I found it to mostly be a deckbuilding puzzle rather than a gameplay puzzle1, and the deck I built was this abomination.

    Still, the deck as life was cool! I liked that.

    Takeaways

    Based on playing these, I came up with a few specific design goals for my single player variant.

    1. The game should play like Magic (no custom cards, no redefining keywords, all rules work normally), but it shouldn’t feel like a standard game of Magic.
    2. The player should have to make some interesting decisions about how to “play” the game. Meaning you shouldn’t be able to win with just deckbuilding. (Also, boardwipes and control lists should be at least somewhat pressured.)
    3. The AI’s actions should not be super random, and if anything, should be telegraphed to player within reason.
    4. The AI and player should be on roughly even power curves. The AI should be limited by mana costs to some extent.

    Anyway, I made a prototype of it. The result was something I’m calling Spiderman Vs The Portal Master. It was well received, and probably violates a lot of copyrights. Given how well it went over, I’ll probably go back to it at some point and make a version I can release for folks to play if I find the energy.

    1. And despite what some people think, I do think Magic is a game about piloting decisions, and not just deckbuilding. ↩︎
  • Teenage Mutant Ninja Turtles – Pre-release and Thoughts

    Teenage Mutant Ninja Turtles – Pre-release and Thoughts

    Ed Note: I wrote most of this back on Feb 27th, then got busy with a few things, and didn’t finish it until today.

    Another Magic set, another prerelease. There seem to be a lot of those these days, don’t they? And apparently we have Secrets of Strixhaven in like 6 weeks? Jesus Christ.

    Anyway, Teengage Mutant Ninja Turtles. I’ll be doing a little bit of UB ranting as I do this, but I mostly write these after-action reports for myself, and so other folks can take a look at my pool and prepare themselves for limited events, so let’s pull that pool up.

    Apologies for the slightly scuffed image; the missing cards are two copies of Anchovy and Banana Pizza (sorcery speed artifact that kills) and Krang and Shredder (late game bomb).

    As a side note: only 5 people showed up for this release. This meant that each round, someone got a bye, which was a bit disappointing. At the same store, Lorwyn sold out.

    Deckbuilding

    I am deeply ambivalent about this deck. On the one hand, all of my strong bombs were black, I had 4 pieces of removal in black, and I had a reasonable amount of decent white stuff. Plus I had Quintessential Katana, which did a ridiculous amount of work.

    On the other hand, post release I sat down and realized I had some pretty good red stuff. And as we’ll see, it’s not like the deck I made performed great, so it’s hard to feel like I really made the best choices here.

    In any case, this was a set where I didn’t get a chance to test dummy pools, and I did less prep than I probably needed to. It will be borne out in the results.

    So lets talk about the matches!

    Matches

    Match 1 was against Red/Blue artifacts. This got off to a good start, when I manged to take a fairly decisive game 1. Perhaps a bit too decisive, as I was confident going into game 2, and not as worried as I should have been when I lost.

    And then there was game 3. Oh, game 3. Game three was a mess. I made several critical misplays, most notably where I whiffed a Make Your Move on a Ray Fillet, Man Ray that my opponent removed a +1/+1 from, causing both the spell to fizzle, and them to grab an extra card. This was compounded when they dropped a Donatello Mutant Mechanic that was I completely unable to remove.

    End result was a board state where I was chunked down by artifact creatures until I died.

    Game 2 was another match against… Red/Blue artifacts! This time I managed to win, but I’ll be honest, I don’t remember exactly what happened, and I didn’t keep great notes for this one. I do remember that I managed to play Armaggon, Future Shark to wipe their board.

    Game 3 was… a bye. Yeah, remember when I said that we had a total of 5 people show up for this prerelease? This was the result. A 2-1 record, that really was more of a 1-1.

    Overall Thoughts

    I’m obviously unhappy with my performance in this pre-release. A 2-1 record isn’t great, I made a bunch of avoidable misplays that potentially cost me games, and then I got a bye so I didn’t even play a third match. I usually like byes, but only when I’m already winning and I get a break.

    I’m also really unhappy with how TMNT plays in Sealed. I’m pretty sure I used the set mechanics less than I played games. Disappear and Sneak are cool in theory, but I had none of the core support cards like Dream Beavers to enable them. The end result was a very bland experience, one where I spent most of my time just playing a very dull game of Magic.

    There’s a temptation to paint all of Universes Beyond with a broad brush, and while the product as a whole likely comes from a CFO’s desire to Scooge McDuck into a vault of money, the individual sets have been varied in quality. I’ve really enjoyed Avatar, Lord of the Rings, and Final Fantasy.

    TMNT was not like those sets for me. It was a fairly mediocre experience.

    Post Script: This is going up a bit later than I had intended, but since release I’ve done a few drafts, and… yeah, draft is better, but I still can’t say I love the set.

    This set has convinced me that I’m probably good to skip most of the Universes Beyond sets for the rest of the year. There’s too many of them, and I’m just not interested in playing them in paper. If they’re actually good, I’ll just draft them. But I’m tired of pre-releases every 5 minutes for sub-par turnout.

  • My LGS cancelled weekly Lorcana, and now the game is dead.

    My LGS cancelled weekly Lorcana, and now the game is dead.

    Non-Clickbait Title: Ravensburger has shot itself in the foot repeatedly, and it killed my local Lorcana scene.

    Okay, so that’s a little bit of a lie. My local game store (LGS) did cancel their weekly Lorcana events, but as far as I’m aware, the game isn’t dead. Yet. But the local population of players has cratered.

    I like looking at weird things that happen in TCG’s, and Lorcana has recently given me an interesting little case study in players at my LGS, and how/when the drop-off happened.

    I also think that for the specific population of players I played with, I can trace back the decline to two or three fairly specific events, and that interests me! So let’s talk about it.

    But first…

    Why does it matter that weeklies are cancelled?

    The store I went to for Lorcana ran casual weekly events. These were non-prized, non-competitive freeplay events. You bought in for $7, got a booster pack of your choice, and were entered in a raffle to win some other organized play prizes.

    These events were the lowest possible entry point to get into Lorcana and connect with the local community. If you are brand new to the game, if you’ve never played a card game before, if you didn’t go out to card game events… this was the easiest way to try out the game in the lowest stakes, most chill energy environment available.

    Without these events, the first rung on a ladder of getting into the game has been removed. It won’t stop weirdos like me who show up to sealed events for games they can’t play, but I do think it makes it much more daunting (and expensive!) for almost everyone else.

    I think this is bad, but I think its especially bad for Lorcana. A lot of Lorcana players in our local were Disney fans first, and Lorcana players second. The traditional label for this would probably be “casual” players, but I don’t think that fits here. These were folks who came to every pre-release and bought cards by the booster box. They might have played the game casually, but they didn’t engage with it casually. They were more interested in making decks around their favorite characters than trying to break the meta.

    Anyway, that’s a lot text to say:

    1. Loss of weeklies was bad because it removed the first step in on-boarding for new players or players who wanted to get more involved.
    2. It’s especially bad for Lorcana because it removed the environment where a lot of players could play the sorts of decks they liked to make.
    Cause #1 – Weekly Challenges

    Prior to Lorcana’s set 9 (Fabled) release, Lorcana weeklies had a point a system. Each week, you could show up, earn points for doing a variety of different things, and at the end of the season, the folks with the most points got some special prizes.

    I don’t want to focus on the prizes here, but I do want to look at the challenges. Some of them notably rewarded playing weird decks. So instead of everyone just showing up with their best deck each week, there was an incentive to build out a deck to try to meet that weeks challenges, or to play a multiplayer game.

    In short: there was a reason to keep things fresh.

    (And as a side effect, probably lower the power level of the decks of the players who really wanted to earn points.)

    When Ravensburger got rid of this, it removed both the incentive to show up every week, since prizes were now just raffles at the end, and it also meant that there was no reason to even try to make a new deck every week. Meaning that on a week to week basis, every week started to feel the same.

    Cause #1.5 – Prize Adjustments

    I debated giving this a full sub-section, but I think its comparatively minor. A bit after the weekly scoresheet changes, Ravensburger swapped out their prizes. Previously, I think there had been things like playmats, pins, and cards. Right now, there are only cards and these really underwhelming card boxes.

    How underwhelming? Underwhelming enough that I, the king of taking free stuff, the supreme sovereign of snatching up game-adjacent garbage, paused before accepting one of these things. I mean, I still took it. But I was unenthused.

    I don’t think that this on its own really did too much damage to Lorcana, but I do know that for specific players, this was highly demotivating. It wasn’t a bomb, but it was a surgical removal of another incentive for that set of player to show up and play.

    Cause #2 – Set Rotation

    Different games have different terms for the idea of set rotation, but all of them loosely follow the same idea: at some point in the lifespan of a TCG, older sets of cards removed from the standard play pool in order to make room for new sets of cards. It can be viewed as a necessity in order to prevent the game from becoming stale, or a way to get people to buy new cards.

    Regardless, virtually every card game does it, and Lorcana was no exception; they called it Core Constructed. And after their rotation, Lorcana required that decks at these weekly casual events be in the Core Constructed format.

    I think this was a terrible idea.

    I do think that Lorcana needed rotation from a mechanical standpoint. Set 1, while not committing any of the flaws of say, Alpha Magic, or base set Pokemon, has some flawed designs.

    Honestly, on the grand scale of “Well that was a mistake,” a free Wheel of Fortune still ranks lower than “What if land destruction was free?” or “What if you could take turn 5 on turn 1?”

    So yeah. Rotation made sense from a competitive standpoint, and a design standpoint.

    But I don’t think it made sense for the large subset of the player base who were Disney fans first, and Lorcana fans second. There were a fair number of adults and kids who could no longer play their favorite deck because those cards weren’t reprinted in Fabled, and so… they stopped showing up for weekly casuals.

    Synthesis

    So when my LGS held their final casual Lorcana event, I was the only person who showed up. I sat around for a bit, did some drawing, then went food shopping while the rest of the store was full of folks playing Riftbound.

    The removal of weekly challenges and prizes disincentivized entrenched players from showing up to play, while also making the ones who did show up bring the same deck week after week. Set rotation killed off a lot of casual decks that didn’t need to be killed off, while making folks who’d never played a card game before feel a bit cheated, and question their investment of time, money, and energy in the game.

    So here’s my guess as to what happens next:

    The lack of casual play will remove a critical part of the playerbase pipeline. The events that are still supported will have lower and lower turnout, as it becomes less and less interesting to play with smaller numbers of people.

    End result? No more Lorcana at the local game store.

    Conclusion

    Okay, so I know I called that part above this synthesis, but I think there’s a much more interesting takeaway here: Ravensburger doesn’t understand their playerbase, and treated them like they would Magic: The Gathering players.

    To be fair, I would have made the exact same mistake if I was in their position. No one has to put me in charge of a possible multi-million dollar TCG yet, based off a brand worth billions of dollars, but still.

    There’s an assumption that the final form of the “hardcore” player of a CCG/TCG is out grinding tournaments, tracking their full collection, building copies of and iterating on meta decks, and just generally fully engaging with the game portion of the collectible card experience. I think in the case of Lorcana, some of the meat and potato grinders weren’t doing that. They were collecting, they were buying tons of cards, and they were making fun weekly decks for character they liked.

    These were the ‘hardcore’ players. They attended every prerelease, they had built decks for store championships, they tracked every set. But the game was only a portion of the experience, not the end state. Lorcana had core players, but they looked and behaved differently than they might in another game.

    Or at least, that’s my crackpot theory.

  • Quick Lorwyn Draft Review

    Last night I got a chance to draft some Lorwyn! I’ve been curious about how this format would play in draft ever since the pre-release. My local game store, the Fourth Place did an event, so I figured I’d take the opportunity and head over. (Side note: If you’re ever in the area, you should stop by. It’s a great store.)

    I would like to say that since the pre-release, I’d practiced and learned the set. This would unfortunately be a lie, because outside of a few drafts on arena, I have done zero prep. I hadn’t even bothered to look at a pick list.

    Instead, I had a simple plan: ignore what everyone else was doing, and force Blue/White Merfolk.

    This was it. The extent of what I’d learned from my digital drafts was that Tributary Vaulter and Shore Lurker could take people to pieces, and that Gravelgill Scoundrel made it possible to push through clogged boards.

    So yeah, that’s what I did. Spoiler alert: I won the pod.

    It is a deeply uninspired list, but still managed to be solid. Perhaps the only notable thing about it is the lack of rares, with Deepway Navigator being the only one. It runs 24 non-lands, and has 2 cards with mana value above 4. It also runs zero one drops. Pure and simple, it’s very much a “just find a way past them” style list.

    The games were a pretty swift set of matchups, going 2-1, 2-0, and 1-1-1, followed a Bo1 playoff I won.

    I don’t know that there’s anything I can even learn from this. While there were some close games, and I did take a few losses, it was almost always dependent on my opponent getting out something like Virulent Emissary or Scarblade Scout to have a bit more extra life, and slow down my early turns. The moral of the story seems to be that “fliers are good” and I kinda already knew that.

    Overall, I have mixed feelings about Lorwyn as a sealed and limited set. Ignoring aesthetics and theming, the mechanics have never really clicked for me. While I was initially worried about the lack of removal during the sealed pre-release, draft has made it pretty clear that there actually is plenty of removal. At the same time, the very low number of counterspells remain a bit weird.

    In the one to two dozen games I’ve played of draft Lorwyn Eclipsed, it has never really felt super fun or exciting. They’ve been tense! It’s felt good when I’ve won, or pulled out of sticky situations, but I’ve never had any huge moments of dropping a bomb, or feeling like I’ve figured out something incredible, or spotted clever synergies.

    Some of it may just be the colors I’ve drafted. Merfolk arguably have the least interesting play pattern—mostly just tapping creatures through card effects. But there are only 8 convoke cards under rare, and only two are instant speed.

    I like winning in Lorwyn. I just wish I liked playing a bit more.

    As a final note, I’ve seen some complaints/comments online that the set really pigeonholes you into your archetype, with very little space to branch out. I don’t think I’ve drafted enough of the set to make the same statement confidently, but it does seem accurate to the experience that I’ve had so far.

    Also, I promise I’ll go back to writing about games instead of just things I’m doing shortly, but despite losing my job, it’s been a weirdly busy last few weeks.