Super Battle Mon is a sort of micro-TCG, where decks are 7 cards (10 total if you have a sideboard), games are 6-7 minutes long, and you can play without a table. More on that last one later. I quite like it!
It’s also in the middle of a crowdfunding campaign for a pair of mini-expansion structure decks. So if any of this sounds fun, I’d encourage you to go check it out and consider pledging.
The goal of Super Battle Mon is quite simple. Each player starts with their entire deck in their hand, and each turn both players play a Mon. After resolving each Mon’s abilities, you compare your total Mons’ power to your opponents’, and the player with lower power discards a card. This continues until both players can’t play any more cards, and the player with the most Mons in play wins.
So what’s the catch? Well, there are quite a few. Many Mons can be cheated into play. Mons also have costs that have to paid by discarding cards, and each card spent paying those costs is one less Mon in play in the long run. There are mind games on what your opponent’s next Mon will be, and there are counter plays to overly devastating strategies. (Looking at you Capybara.)
And all of it is packed into a very short game that can be played in just a few minutes. And honestly, that form factor is a large part of my enjoyment. Games are so short that even when I did get blown up, I just dug into my collection and built a new deck.
Overall Thoughts
TCG’s as hobbies are notorious for being time and money sinks, but with Super Battle Mon, every booster pack is a deck. It’s possible to build a deck, play it, rebuild it, play it again, and then scrap it and build a new one in less time than a single game of Magic.
Is it a perfect game?
Well, no. Not yet. There’s a fair number of errata for the first set, and the ability resolution system is a bit clunky. Not a bad system. Just a bit tricky to parse correctly.
Still, Super Battle Mon does an excellent job of delivering on what it’s trying to do: the bite size TCG experience, without the pain points of most modern TCG’s.
And since they managed to fulfill their first crowdfunding campaign, I feel pretty comfortable pointing folks at the second one. So maybe if you want to play a card game with more playing and deck building then just buying cards, check it out.
Ever since my Brother’s War writeup, it’s been a bit of a tradition on the blog to write about the first Magic event I do for each set. As such, it’s time to talk about Innistrad: Remastered.
The first Innistrad was the current set when I actually first started playing Magic. Despite that, I don’t actually have any strong personal feelings for the set, or even the plane. Vampires. Zombies. Blah blah blah. I don’t care.
Still, Innistrad has brought me one of my favorite cards in the game: Emrakul, The Promised End.
Fun Fact: Before even drafting the set I bought a copy of this for $45, because in the eternal words of Penny Arcade, “I am a corporate whore”.
After having brutally learned my lesson at my last draft, a Top 8 in an RCQ, this time I was prepared. I would not just pick rares. I would not just follow my first pick directly into a garbage pool. I would be strong.
Then the universe decided to tempt me by giving me a first pack Vanquish the Horde, followed by being passed a Liesa, Forgotten Archangel.
As the week willed fool that I am, I took the bait.
Or perhaps it wasn’t just bait.
Over the following series of events in the drafts, I was handed a perfectly reasonable set of cards in my color. Multiple Thraben Inspectors. Three copies of Eaten Alive.
It was at this point that I decided to see if I could make white/black work, and the answer turned out to be “Yes, maybe.”
There was only really one tough choice during the draft. Late in pack three, I was handed a pack with a choice between Infernal Grasp, and Restoration Angel.
A difficult choice.
This was tricky. I already had a wide number of removal spells, meaning that Infernal Grasp was maybe less useful. On the other hand, it was hard to view restoration angel as a real bomb. Sure, it’s a 3/4 for 4 flier, that can protect something, but Infernal Grasp was instant speed, unlike all of my other sorcery speed cards.
After much internal debate, I went Infernal Grasp. Would it work out for me? Only time could tell.
Generally speaking, this was an aggro list that tried to chunk its opponent for enough life that it could go wide in the later game. Everything was fairly cheap—and even the Eldrazi could be cheated in around turn four with Emerge.
So how well did that game plan go?
The Games
That’s right. It’s time for the games! Round one was… a bye.
I spent most of wandering the store, losing at Street Fighter, and playing a bit of Bosconian. It passed quickly enough, and it was time for round 2.
Round two was a bit of a slugfest. I was playing into a fairly reasonable green/blue deck. The one downside to my draft was that if the game went long, I was very dependent on getting one of my larger bombs or Blood Artist to actually close out games.
Fortunately, after we went to top-decking, (while I still had favorable board state), I drew into Infernal Grasp. With that, I was able to remove my opponent’s combo of Mist Raven and Deadeye Navigator, and pull out a win. This was repeated in game two, giving me a 2-0 win, and 2-0 record.
And then it was time for Match 3.
Match three was against a person I’m going to refer as “Player X.” They had drafted green/blue with a black splash.
Player X is very good at Magic, and probably a stronger drafter than I am. They’ve also been my opponent in a few other drafts recently. So it was with a sense of trepidation that I went into match 3.
That sense would be justified when game one went to 40 minutes, and turned into a game that I just barely won because…. Player X somewhat milled themself out.
Not exactly a clean victory.
As a result of the length of game one, game two went to time. A time that I used to squeak out a draw. I think it’s worth noting here that had we fully played out game two, Player X would have won, and I suspect they would have won game three. They had a generally stronger deck than I did, and despite my early game pressure, even with my bombs, I simply would not have been able to push through their Spider Spawning.
As a result of (or perhaps despite) this however, I found myself at 3-0, and as the winner of draft!
Reaping the Spoils
They say you never forget your first love. I don’t know if that’s entirely true.
That said, I have not forgotten my first favorite Magic card, Deadeye Navigator.
I just love Deadeye Navigator. My very first standard deck tried to use it and Acidic Slime to remove my opponent’s mana base. Was it good? No. Do I use Deadeye Navigator often in my decks these days? Still no.
But this was the card that really got me into Magic. It’s the card that showed me how fun the game can be. I no longer have my first Deadeye Navigator. But after last night, that’s no longer a problem because I now have a play set of both it, and Acidic Slime.
I enjoyed drafting Innistrad, but it’s hard to say if that’s just because I won, or because I enjoy the set. As I noted above, this has never really been my set in the first place, so even if I came away with a sense of ambivalence, I think that would have been fine.
But I came away excited, a bit bummed out that I likely wouldn’t have the chance to draft the set further, as it won’t be coming to Magic: Arena. Is is a perfect snapshot of the best the Innistrad blocks have to offer? No. But it’s plenty fun.
Ed Note: This article uses a few specific bits of terminology related playing limited Magic: The Gathering, mostly the acronym B.R.E.A.D. If you’re not familiar with the term/acronym, a brief read of this Stack overflow paragraph defines them well.
I participated in the first Regional Championship Qualifier at The Fourth Place over the weekend. As this is one of the more competitive events I’ve ever done, I thought I’d talk about the experience.
This was a Limited RCQ, starting with 5 rounds of sealed, and then cutting to Top 8 for a draft. The set for both was Foundations. But before I get into the event, let’s talk about prep!
Prep
I…. did not prep much. I prepped more than I have for most other sealed events I’ve done, but much less than I could have. I reviewed a fair number of sealed pools, I looked at some articles, and I did two drafts of the set prior. The first draft was on Arena, and I lost every single match quite badly. The second was a smaller in-person event where I won.
I do think the prep made a difference, but I also think especially in the draft, I could have done much better with my picks. More on that later.
Sealed
For the sealed portion of the event, this was the deck I ended up building.
After opening all my packs I was pretty confident I would end up in green. I had bombs in Scavenging Ooze, Mossborn Hydra, Sylvan Scavenging, and Ghalta, Primal Hunger. I also had removal in Bushwhack and Bite Down, and and a few giant growths.
My secondary color wasn’t as clear.
Looking at the rest of the pool, I scratched off white and blue as secondaries. They didn’t offer the bombs of red or black, and had limited amounts of mediocre removal.
Red had two big bombs in Shivan Dragon and Twinflame Tyrant, but it didn’t have any targeted removal before 5 mana, and even then, it wasn’t instant speed.
Black won out as a secondary color on the strength of its removal (Eaten Alive, and 2x Bake Into A Pie), and the fact that it still provided a very solid bomb in High-Society Hunter. My read at the time was that I had plenty of bombs in green, and more removal would serve me better in the sealed Environment.
Looking back at the pool now, I do think there was a strong argument for green/red, but that wasn’t choice I made at the time.
I made two spicy decisions in the deckbuilding. The first was not splashing for Twinflame Tyrant, despite having a Campus Guide and three Evolving Wilds.
I think this was the right choice. Twinflame is two red pips, and my deck has 8~ (more on this in a moment) double pip cards. It was much more important to fix my base so that I could drop my double pip bombs, than it was to enable a single additional bomb at the cost of less consistency.
The second decision was including Cackling Prowler over Dwynen, Gilt-Leaf Daen. This was a mistake, and it was a mistake that I would proceed to fix the entire night, swapping the two after pretty much every game 1. I thought that the ward 2 on Prowler was more important than reach on Dwynen. I was very wrong. There are a lot of flyers in this set, and something that can deal with the birds was more important than something that took an extra two mana to blow up.
Matches
Generally speaking, this is where I would talk about matches. Unfortunately, after playing 9 hours of magic in a row, I don’t remember my opponents’ decks, and I did not take notes.
So instead, here are a few fun moments!
One opponent got out Extravagant Replication. This didn’t worry me, until suddenly they had four copies of Spitfire Lagac.
In another game, I was forced to burn 3 cards in Ambush Wolf, Giant Growth, and Bushwhack and seven life just to deal with Sire of Seven Deaths. I still lost somehow. Maybe it was the 3 for 1 and 14 life differential. Who can say.
Finally, in my last set of games, despite mostly being deadweight every other match, Revenge of the Rats finally did some work, giving me enough fodder to sac into Vampire Gourmand to push through, and get enough cards to recover from an incredibly bad situations.
Ultimately, I finished with a record of 3 – 1 -2, which was enough to put me into the top 8.
Deck
1 Authority of the Consuls
1 Bake into a Pie
1 Day of Judgment
1 Exsanguinate
1 Felidar Savior
1 Healer's Hawk
1 Infestation Sage
1 Macabre Waltz
3 Make Your Move
2 Marauding Blight-Priest
2 Midnight Snack
9 Plains
1 Sanguine Syphoner
1 Skyknight Squire
1 Stromkirk Bloodthief
8 Swamp
1 Vampire Soulcaller
3 Vanguard Seraph
1 Youthful Valkyrie
Sideboard
2 Aegis Turtle
1 Archmage of Runes
1 Ashroot Animist
1 Bigfin Bouncer
1 Cackling Prowler
1 Consuming Aberration
1 Fleeting Distraction
1 Good-Fortune Unicorn
1 Grappling Kraken
1 Lightshell Duo
1 Mossborn Hydra
2 Run Away Together
1 Slumbering Cerberus
1 Sure Strike
If you are looking at this list with some level of confusion and profanity, I promise you. There is an explanation for why there is so much blue, when I am not even in the color. It is not a good explanation, because it was not made via good decisions. But there is an explanation, and it’s Consuming Aberration.
I have a bad habit, one that I may now be cured of purely as a result of how horrible this draft went. If the rare in the first pack looks like a bomb, I will take it. And then I will continue to try to pick into those colors, even if I really, really shouldn’t.
As a result, there are a lot of blue cards in this pool, instead of anything remotely useful or good.
There is a second card in this pack that tells a story, and it’s this.
This was not a first pick. It was a much later pick. And should probably have been a sign to me that not a single person at the table was going green/red. Did I listen to this sign? Did I pick the two Mossborn Hydras that were passed me to me, and the other strong red cards?
No. Of course I didn’t.
Instead, after, picking up a Day of Judgment and an Authority of Consuls, and proceeded to try to force Black/White as hard as possible in packs 2-3 to salvage the situation.
Top 8 Matches
I don’t know if the universe took pity on me, or if everyone at the table was having a rough time, but I did in fact manage to squeak through round one before being eliminated handily in round 2.
For round 1, I had an incredible stroke of luck, getting Authority of Consuls early into a blue/white go-wide deck in both games. This was an incredible bit of bad fortune for them, as it pretty much single-handedly turned off their deck’s ability to flash in Resolute Reinforcements to stall me. It also allowed me to get extra turns of ping in, as even when they got their larger flyers, they came in tapped.
Round 2, however, was the buck finally stopped. My opponent was playing midrange Grixis, with a fair amount of threshold dependent cards, and I just got stomped. While the games were slogs, they managed to both get board presence with a bunch of fairly useful cards, and even Day of Judgement couldn’t save me from Sphinx of Forgotten Lore, and Kioara, the Rising Tide, resulting in me going down in two consecutive losses.
While I didn’t stick around to watch finals, it did look like both players were playing three color decks, something I thought was interesting.
Tone and Overall Thoughts
My goal for the event was to get into the Top 8. This might sound intimidating, until you realize it was capped at 20 entries, meaning it was really more of a “Finish in the top 40%”.
I made a lot of mistakes. By my count, I’d put it at something like 4-5 misplays, and that’s not even counting missed triggers. Arena has made me very good at spotting play options, and outs. But it’s made me very bad at keeping track of my own triggers, and asking to hold priority at turn end.
My prep did help. I don’t know how much, but it did make a difference in some of the deck building, and knowing that certain cards I would have otherwise written off were actually bombs.
My draft was terrible. I had exactly 23 cards in my colors, and no fixing.
Generally speaking, this was a pretty chill and polite event, and I hope even the more competitive events at The Fourth Place stay this way. There was no shouting, and no real issues/conflicts, with players generally being polite but firm on various rulings.
This was a good event, and I wish I was more excited about the top 4 finish, but as I’m me, anything other than complete victory will always feel like a bit of a wash. I do think I’d try another Sealed RCQ though, as long as the set was good.
PS. The counts on this sealed pool look wonky at first, but this pool does not include 6 lands I opened, and the also the system doesn’t seem to like to count lands. But was 84 cards, as I’ve spent all morning double checking to make sure I got it right. It’s a similar case for the draft pool, as I didn’t include the lands.
It’s the second day of PAX Unplugged! This meant that I actually had time to attend some of the meetings that I’d set up yesterday, starting with a demo of Obscurids!
Obscurids
As a game, Obscruids can be described as an attempt to fix all of the problems with Magic: The Gathering’s commander format. Mana screw has been removed, there’s no summoning sickness, and the game is based around victory points instead of life totals. That last one is important, because it heavily rewards aggression over purely defensive play.
If those words didn’t mean anything to you, it’s probably best to describe Obscurids as a big monster brawl, and a fun one that at. If you want to learn more about the game, it has a Tabletop Simulator Mod here.
(And for folks who might be a bit worried by that “collectible card game” under the tagline, the devs have told me that there will also just be a 5 deck box set for all the people who don’t like cracking boosters.)
After that I just tooled around the show floor a bit, helped some folks find the upstairs freeplay area, and finally headed over to UnPub. I played a few things that didn’t quite stick, before finding Tournament Arc, a sports anime themed game by Little Creature.
Tournament Arc
Tournament Arc is pretty straightforward. Players draft athletes, and then take turns playing episode cards to buff and debuff their own and other players’ athletes. All of this is in service of creating the best team for the sport that’s been randomly chosen.
While it’s a simple game and some ways reminded me a bit of Fluxx or Muchkin, its strongest point is just how funny and accurate it feels to following sports anime. Someone got isekaied! Someone has a tragic backstory! There’s a love triangle.
I also just found the art to be incredibly wonderful. It feels incredibly evocative but without engaging in a lot of the crappier anime tropes.
Leaving UnPub, I went back to browsing the expo hall. I did a little shopping, and picked up a copy of Clank Legacy 2. I said in my Clank Legacy writeup that I wouldn’t play a fresh game, but the $115 I just spent says otherwise.
Was that my entire day? Well, no. The Indie Games Night Market tonight is probably the thing I’m most excited to see at PAX, followed by the Jonathan Coulton concert. So of course they’re at the same time. I also have a few meetings to demo stuff before the night market, so I’ll have to see how that pans out.
That said, the Night Market will be receiving its own writeup, so I’m going to take this hour to chug pedialyte and consume a waffle refresh and relax, before rushing back to the show floor.
If you’re curious about my experiences on day 1, you can read them here. And if you’d like semi-random photos and live blogs of the show, you can follow me on Bluesky here.
Before I talk about SolForge Fusion, I want to talk about SolForge. SolForge was its predecessor. A digital-only card game that lived a brief 4 years, and then died. We should talk about why.
SolForge never had a problem being fun. Its core mechanic was, and remains, brilliant and simple. Here’s how it worked.
In SolForge, each time you played a card, it got stronger in future rounds. Decks were small, and every few rounds they’d shuffle all the upgraded cards back in.
This created a simple, but very exciting core tension: Playing the best card for the moment vs. playing a card that might be less ideal now, but was better later.
SolForge didn’t die because of bad mechanics. It died because it didn’t make any money.
But here, from the ashes, comes SolForge Fusion, a brand new digital/physical/web3 card game! Bringing back the traditional upgrade mechanic, it’s replaced its deck construction with a combo of KeyForge and Smash Up.
Gameplay
SolForge Fusion is played over four phases of three rounds each. At the start of each round, players draw a hand of five cards from their deck, then each take alternating turns, generally playing a single card into one of five lanes.
One player is given the forge to start, marking them as the first player for that round. They will play the first and third card of the round, while the other player will play the second and fourth (and final) card. Creatures played by the player with the forge are aggressive, meaning they will attack the turn they are played, while creatures played by the non-forge player will defend, but not attack. After one turn, every creature in play moves to the top of the lane and attacks.
If this sounds complicated, it boils down to: alternating first player, and since the first player is somewhat punished by the opponent getting to see all of their plays before combat, they also get to go on the offensive.
At the end of each round, players discard their unplayed cards and creatures slam into each other dealing damage equal to their attack. Unblocked creatures deal damage to the opposing player. After three rounds, cards are shuffled back into their owners’ decks, including upgraded cards, and the process repeats.
Whoever runs out of health loses, and if both players have health after all four phases, whoever has the most wins. There is a bit more to it than this, but this is the general loop.
So, is it worth playing?
Yes.
That’s a yes that I’m going to caveat heavily over the next few sentences, but I’ve had a lot of fun with SolForge Fusion. Specifically, a lot of fun I’ve had exclusively playing the digital version of SolForge Fusion.
I wrote about SolForge Fusion briefly before in 2022, but I was writing about the paper version of the game. To summarize my opinion from then: the game is simply far too clunky to play in paper. In digital, though, all of those issues are managed by the computer, so it’s a silky smooth experience*.
*Compared to the physical game.More on this later.
A second caveat is that I’ve spent most of my time playing the Roguelike PVE mode. It’s a sort of Slay The Spire thing where you pick a deck and fight through a series of enemies, culminating in a boss. While the content feels limited, it’s just very fun to play. Currently there are only 2 campaigns, and only one is free. The second costs $10.
But now that we’re talking about money, let’s talk about the in-game economy.
The in-game economy is a mess.
SolForge Fusion has Web 3 integration. Here’s the whitepaper. I got 3 slides in before my eyes glazed over, mostly because the first 3 pages are the exact same set of words, rephrased.
Side Note: The official position of this blog is that crypto can suck it.At some point I may clarify my position on this.
Now, you can ignore this and play, in which case… it’s still a mess. Even after playing for 18 or so hours, I haven’t saved enough gold to get one permanent deck.
There’s also a premium battlepass that comes with the second PVE campaign. I paid to unlock it, and then realized that the good rewards on it would require me to play 40-60 more hours of the game. Frankly, I feel like I got my $10 worth out of the campaign, not so much out of the battlepass.
It’s just a mess.
Side note: I posted about the grindy battlepass on the SolForge Discord, and the response I got was that it’s intended for long term players who have played the game a lot more than me. I understand that viewpoint, but I think it misses the point, because the end game track rewards are additional decks. As a new player, I would have liked to have more than 4 decks to play with, so that I can actually… y’know. Experiment and enjoy of the game. Which might have led to me playing an additional 40-60 hours. But given that really only have one deck to play with currently, I’m now a bit burnt out.
Bugs and Weirdness
As I was playing a few final games to put the finishing touches on this writeup, I played an online game where the server hit a critical error and crashed, kicking me back to the game’s login screen.
There are also a few goofy UI things. For example, when you complete a quest, it doesn’t auto-claim, so it’s possible to complete your quest and then forget to actually get your rewards.
Also, the store still has purchasable items for an event that already ended, and can’t be played further, so that’s great.
These things are small, but they’re part of a clunky experience that just drags things down a bit.
I’m sure some folks will defend the game by saying “It’s an early access alpha!” to which I say “It has a fully released cash shop that takes real money, as such I will treat it as a fully released game”.
Overall
SolForge Fusion is fun, which is a bummer because I still don’t feel compelled to spend any more money on it than the $10 I put in. Given that I may well be the patron saint of spending money on card games I don’t really play, that probably doesn’t bode well SolForge Fusion’s long term success.
One thing I didn’t touch on in this write-up is that the player base seems low. I didn’t mention it because it’s not really relevant. There’s PVE, and if the game detects that you’re sitting in the PVP queue for too long, it’ll match you against some pretty decent bots that count as players for the purpose of rewards.
Then just decide if you want to play more, or go do something else. I wish I could say that its fun gameplay will carry it to success. But there’s a lot of junk here, and quality is often no indicator of games’ long term profitably.