I had a busy weekend. I played a lot of Deadlock, I lost horribly at a Magic draft, and I fixed a lot of technology for one of my parents. I got absolutely none of the work I had hoped to do done, but I did get a chance to try out the One Piece Card Game.
Yes, it really is capitalized like that.
Wait, what’s One Piece?
One Piece is a manga series that’s been running since 1997, which is to say it’s only slightly younger than me. I could say a lot of things about it, but they’re not relevant to this review. All you really need to know is that it’s an adventure series, it’s been running for an incredibly long time, and… I quite like it.
No really, I’ve been reading this series on and off for probably close to 20 years. I check weekly for updates. Thinking about it, One Piece and Pokemon are probably the two longest-running franchises I have interest in.
So, a card game (I like those!) based on a manga (specifically a series that I really enjoy). I should love this right?
Right?
The Gameplay
Well, I love the gameplay at least, even from my limited exposure yesterday. There’s a bunch of cool systems here, and I’m going to try to hit the highlights.
First up, like all modern card games, One Piece CG sets out to solve the land problem. But it does so in a different way than some of its peers. You have a side deck of 10 DON cards. Then, each turn after the first, you flip out 2 of the them, and that’s the whole resource system.
In addition to being tapped for mana, DON can also be put onto your Character and Leader cards to temporarily buff them on your turn. I liked this, because it meant I felt like I always had something to do with my resources.
Other neat systems include the game’s life tracking. This is effectively Pokemon’s prize card system, but reversed to become a catch-up mechanic. Short version: when you take damage to your life, you get cards. I like it.
Combat also has combat tricks, and they’re done in a way that doesn’t require me explaining the stack to someone, while also making a vast number of cards multi-modal. I liked that as well. Combat is also a bit different from other games, but not in anyway that I feel compelled to elaborate. It provides lots of interesting choices, and I like it.
So. Bunch of great systems
The Things I don’t like
Let’s imagine there’s a Harry Potter TCG. Let’s imagine it’s very popular, and while we’re imagining things, let imagine JK Rowling isn’t a massive TERF.
I know, I’m asking you to imagine a lot.
But while we’re in this beautiful alternate universe, let’s say that one of the sets is based on book 6. Imagine it’s called “Snape Kills Dumbledore,” and the cover art is a great big picture of Snape blasting Dumbledore with Avada Kadavra.
That would feel kind of odd, right? Kind of spoilery?
This is something the One Piece TCG does. Absolutely huge plot points are just… completely spoiled/revealed in the names and designs of the sets? And the cards?
I dunno. It just feels weird.
There’s a bunch of other things that add to that weirdness, at least for me. I consider myself a One Piece fan, but I’m purely a fan of the manga. One of the decks that I played (And enjoyed playing!) was based around characters from a spin-off video game. A video game that reviewed quite badly.
I love One Piece as a manga, because of stuff like this.
Not 3D models that look like this.
Also, two other minor annoyances.
Some of these card names are ridiculous.
Like, I’m sorry. What?
2. Many of the cards have character names displayed in the standard Japanese way, which is to say family name and then given name. The problem I have with this is that there is at least one archetype (Vinsmokes) where this makes it a bit of a pain to actually read and process the cards. This is minor, I’m sure I’d get used to it if I played enough, but it feels unnecessary to include the full family name because it’s also irrelevant to the mechanics of the game?
I dunno. Please don’t take this as me being culturally insensitive. But I’m just… frustrated by design decisions that while authentic, make the game harder to play.
Also, while this is just a hunch, and playing a few games of a TCG isn’t enough to really get a good read on something like this, I kind of dislike that the game seems to be following archetype-based design as opposed to color based design. It’s just a vibe, but it’s still there.
Overall
Much like with Star Wars Unlimited, I actually think these systems are great, but I’m a bit turned off by the theming. Which is weird, because I like One Piece and I don’t give a shit about Star Wars.
It feels weird to say that I’d excitedly play more One Piece, but have zero intention of picking up any decks or cards? Especially at some of the prices I’m seeing, like, $50 for the non-basic starter deck? I’m good.
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.