Showing posts with label Creatures Were Terrible. Show all posts
Showing posts with label Creatures Were Terrible. Show all posts

Wednesday, April 4, 2012

Tip of the Day #5: "Why Delver is a Banana Deck"


For those of you living under a muggle rock these days, there is a bit of a debate growing about deck classification.  If you are trying to improve your game, knowing your plan is ridiculously important, for those of you who question why deck classification even matters.

Over the whole argument, one thing that stands out to me is that everyone seems to be ignoring one of Adrian Sullivan's most important points.  In their haste to mark their own stamp on Magic theory, several writers are forgetting the point of theory in the first place.

Unfortunately, I couldn't find Adrian's tweet to quote directly, but he said, approximately, "What you are doing when you choose to classify Delver as Aggro is not theory, it's empiricism."  In the writer's mind, Delver is Aggro, because what he calls Aggro, is actually something else entirely.  That's empirical thought, and the danger is that empiricism cannot be taught.  Theory succeeds only because it is codified terms with defined parameters that can be passed on.

When you have a public platform such as a webpage or article series, it is crucial that you do not fall into the trap of attempting to communicate your empirical thoughts.  While your strategy may be sound, it will fail for someone who does not properly integrate your "theory" with existing theory.  And they have practically no way of knowing whether or not they need to do so.

Magic continues to evolve, and there is a need to update the fundamental theories we use to operate our strategies.  But that update needs to come in terms of logical interpretations that expand or extend the current model, not reconfigure it completely.  

That is the tip of the day.

Thursday, March 1, 2012

In My Day

Quick, how much did you spend on Magic when you first started playing?  Did you buy tons of packs, or singles?  How old were you when you learned how to draft?  How old when you stopped casting Craw Wurm?*

The most terrifying thing about Craw Wurm is that I once traded a Bird of Paradise for one.

Nostalgia in Magic is powerful.  I still get the same shiver cracking packs of the newest set as I did when my cousin first took me down into my grandparents' basement because he had something to show me.  Recently, I was at a tournament when I found myself sprawled headfirst on the sentimental plane where everyone listens to late Beatles music, owns a piece of power, and people trade Savannah Lions for Tundra Wolves because of first strike.


Huh.

Monday, October 17, 2011

History Lesson #2: Where is Magic Going? (Bonus Post-Script Rant)

Starting this off, here is a list of the double-faced cards in Innistrad as if they were cards with no transform capability. (This list is in alphabetical order)

Bloodline Keeper, 2BB, Flying, T: Put a 2/2 Vampire into play with Flying, 3/3
Civilized Scholar, 2U, T: Draw a card, then discard a card, 0/1.
Cloistered Youth, 1W, 1/1
Daybreak Ranger, 2G, T: ~this~ deals 2 damage to target creature with flying, 2/2
Delver of Secrets, U, 1/1
Gatstaf Shepherd, 1G, 2/2
Grizzled Outcasts, 4G, 4/4
Hanweir Watchkeep, 2R, Defender, 1/5
Instigator Gang, 3R, Attacking creatures you control get +1/+0, 2/3
Kruin Outlaw, 1RR, First Strike, 2/2
Ludevic’s Test Subject, 1U, Defender, 0/3
Mayor of Avabruck, 1G, Other Human creatures you control get +1/+1.  1/1
Reckless Waif, R, 1/1
Screeching Bat, 2B, Flying, 2/2
Thraben Sentry, 3W, Vigilance, 2/2
Tormented Pariah, 3R, 3/2
Ulvenwald Mystics, 2GG, 3/3
Village Ironsmith, 1R, First Strike, 1/1
Villagers of Estwald, 2G, 2/3

I didn’t include Garruk since for the purposes of this article we don’t need to talk about Planeswalkers.  You can probably guess where I am going with this, but if you didn’t, here is another sort of list:

Krovikan Vampire, 3BB, At the beginning of each end step, if a creature dealt damage by ~this~ this turn died, put that card into play under your control, Sacrifice it when you lose control of Krovikan Vampire, 3/3
Krovikan Sorcer, 2U, T, Discard a nonblack card: Draw a card, T, Discard a black card: Draw two cards then discard one of them, 1/1.
Hipparion, 1W, ~this~ can’t block creatures with power 3 or greater unless you pay 1.
Pale Bears, 2G, Islandwalk, 2/2
Balduvian Shaman, U, T: Change the text of target white enchantment you control that doesn’t have cumulative upkeep by replacing all instances of one color word with another, that enchantment gains Cumulative Upkeep 1, 1/1
Balduvian Bears, 1G, 2/2
Folk of the Pines, 4G, 1G: ~this~ gets +1/+0 until end of turn, 2/5
Barbarian Guides, 2R, 2R, T: Choose a land type, Target creature you control gains snow landwalk of the chosen type until end of turn.  Return that creature to its owner’s hand at the beginning of the next end step.
Goblin Snowman, 3R, Whenever ~this~ blocks, prevent all combat damage that would be dealt to and dealt by it this turn, T: ~this~ deals 1 damage to target creature it’s blocking, 1/1
Balduvian Barbarians, 1RR, 3/2
Balduvian Conjurer, 1U, T: Target snow land becomes a 2/2 creature until end of turn.  It’s still a land, 0/2
Freyalise Supplicant, 1G, T, sacrifice a red or white creature: ~this~ deals damage to target creature or play equal to half the sacrificed creature’s power, rounded down.
Mountain Goat, R, Mountainwalk, 1/1
Flow of Maggots, 2B, Cumulative upkeep 1, Flow of Maggots can’t be blocked by non-Wall creatures, 2/2
Mercenaries, 3W, 3: The next time ~this~ would deal damage to you this turn, prevent that damage.  Any player may activate this ability, 3/3
Tor Giant, 3R, 3/3
Lhurgoyf, 2GG, ~this~ power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1, */*+1
Orcish Librarian, 1R, R, T: Look at the top eight cards of your library, exile four of them at random, then put the rest on top of your library in any order, 1/1
Dire Wolves, 2G, Dire Wolves has banding as long as you control a Plains, 2/2

Again, if you couldn’t tell, the second list is from Ice Age, arranged to correspond with the first list by rarity and/or at least casting cost.  What is humorous, and the goal of this juxtaposition, is to demonstrate that by and large you would probably rather play most of the creatures on the first list, despite the fact that they have been effectively neutered in terms of the modern game by having their transform sides taken away.

The history lesson for today is that even crappy, untransformed versions of creatures from 2011 are leaps-and-bounds better than the creatures of 1995.  So what does this mean?  Well, in this article, we will be discussing how much the game has changed, not only in the power creep attached to creature design, but the actual play of the game itself.