Wednesday, March 27, 2013

YMtC 4 - What Color?

Well, it was closer than I expected an Land is down for the count.   The new YMTC is going to be an Enchantment!

Wizards of the Coast wants members of the Magic community to make our own cases for one color option over the others.  Polls will probably open on Monday.   In that time, we need to review what we want to do and try to convince others of our vision.   I'm not fully into one color yet or another, but I think it's important to start thinking about this opportunity.

So let's start talking color!

(Please, before you leave check the bottom of the article...there is a simple request for those of you with Twitter accounts).

Color in Magic is has some very hard and fast rules.   Haste is more red, growth is more green, flying tends to blue, and so on.   While these are more keyword creature abilities, it is important to note that the philosophy extends to enchantments as well.   Colors do bleed into one another, effects often fall into a secondary or even a tertiary color - but many players don't focus as much on that aspect of design.   Only now we have to.

Let's define what an enchantment does first.   It is a card that alters the game state in some way would be perhaps the simplest definition.   An enchantment does so by either altering a card or by altering the rules by conferring bonuses or penalties when actions occur.   Enchantments are permanent effects that remain on the battlefield until they are removed by as state base action or some other condition is met.   This makes enchantments fun and versatile to play, the James Dean of Magic types - essentially they are rule breakers!

So how to we choose what color OUR Enchantment will be?   Well, as it happens I have a few thoughts on that topic.

Blue
No.   Just no.   Please for the love of god and for all that is holy, no.   [Can anyone tell I'm not a huge fan of control decks?].

Now that I have that out of my system, let's look at it this way.   What more can be done?   Blue already is overly powerful at times I think.   Even when it's not, it's annoying to play against.   I won't support a decision to choose a color that will either slow the game down or...well, that's pretty much it.

(This is not an entreaty to have everyone send me their ideas for a killer blue card - I'm simply not a fan of the color, so your efforts will be wasted on the likes of me).

There is a counter-argument though that is running though my head.   There is a little voice saying, "The challenge here is to make something unique and special - which could be VERY fun in blue."   But if someone will lend me some rope, I'll string the little voice up and we can move on in a more interesting direction.

White
White does like its Enchantments.   Perhaps that is reason enough this time to recommend not choosing it.   White already receives enough love.   Although  the idea of another Ethereal Armor type card does set my heart racing a little bit.

Green
Rancor anyone?   Here's another color that loves to enchant.   It can be fun, but I feel this is an area we've been enough recently that there isn't a lot of 'growth' potential here (of course, I'm sure I'll be proven wrong - so in advance I apologize to everyone out there who loves green).

Black
I'd vote for black.   Except for that whole zombies thing.   Zombies are creepy.

If we can all agree here and now that an effect that buffs or supports Zombies is off the table in this discussion, than I will give due consideration to Black.   Until then, I hold my support for this fun color a little bit in reserve.

Red
Here we go.   Timmy is going to tell us why it's FUN to play red and it's cooler and it's fun to burn people...

Actually, I'm not.   I think red offers a point of view though that is worth considering.   Name one Red Enchantment (no fair looking at Gatherer).   When I did this to myself, I did name one or three.   But I couldn't name anything - interesting.   That Red or Jund decks couldn't live without.

Choosing red would be a chance for us to show the developers that there is some value in making respectable yet fun cards to play in this areas.   Well, at least it's something worth considering.   If we went down this path, I think I'd like to see something that creates an interesting card advantage or additional damage for spells.

__________________

What to choose?   Well that is up to you.

If I had to vote today, my first three choices are Red, then White, then maybe Black.   Or Green.   Just NOT BLUE!

But I'm still reading ideas out there and I'm hoping you are as well.

TWITTER
Before you run off there is one thing you should do.   Post in your Twitter feed the current color direction you are leaning towards and why (if you can do it in less than 140 characters).

In fact - why not link back to this article at the same time.   The benefit there is others can get in on the fun as well.   We can all see what kind of traffic is generated and have a chance to convince others to change their minds.

Use the following hashtags:

#teamwhite
#teamblue
#teamred
#teamgreen
#teamblack
#teamundecided


Thursday, March 21, 2013

Exponential Learning

Magic is a diverse game.   As a result, there are tons of articles out there dedicated to one niche or another.   One of the nichiest of the niche article topics cover probability in MTG (I can do whatever I want with language, it's my blog so suck it).   Only a few authors do it well.

Now I'm not a Computer Programmer or a brilliant solver of algorithms and statistical theory.   I comprehend the basic concepts without too much hair pulling.   This article shouldn't cause me to lose any hair though as I'm only going to talk in general terms of exponential growth and why I hate it.

 After spending over a year playing this game, I have one thing to say...

 Anyone who didn't start playing this game at least ten years ago is screwed.


To the Power of One
Every math equation starts with a need to understand fundamental rules of value.   We must agree that 1 does in fact represent a singular unit or we may as well all go home now.   In Magic, 1 can be used to represent many different items from one card to one pack to one box.   It can be used in the rules for valuing power and toughness.

To explore the power of 1, let's do this.   Imagine opening a sealed booster pack of Gatecrash.   Inside the pack is an interesting selection of cards.   But what we're after, ladies and gentlemen, is what is in the very back.   Somewhere in that glorious booster pack is a basic land.   We all know them and love them.   Today's land is a swamp (I know some of you wanted it to be a plains, but this is MY magical tour and you have to live with my limited ability to imagine swamps as I write).   This swamp represents something pure in Magic.   It represents Magic as math on the most basic and fundamental level.   This ONE land, this source of ONE black mana, this ONE little card is what the core of the game is all about.

If only I could stop there.

Along with our little friend the 'Swamp-Basic Land' we have about 14 other cards of value.   And that's where things start to go wrong.

To Hip to Be Square
Those 14 other cards can be of multiple types, colors, rarities and value.   In the overall pantheon of Magic 4-6 of the cards are likely decent for limited,  2-3 could be passable for standard, and 1-2 might make the grade in multiple formats.   And here is the thing - they all have text on them.

Some text is good, simple fun.   But text adds a layer of complexity.   First, grandpas like me need to get their reading glasses.   Second, we actually have to put them on.   Third, we have to adjust the cards multiple times, harrumphing and scratching.   We may even adjust the reading distance a few times in a move known mysteriously as 'the accordion'.

Wait.   Full stop.

Yes, I'm having a bit of fun with you.  I do have a point.   Be patient and we'll all get there.

So, back to what we find on the bottom half of the card.   Text.  Instructions.   Keywords.   Even the odd bit of flavor text.   We older gamers get the difference between flying and haste.   I'm not complaining about the added layer of complexity represented by terms that are meaningful and descriptive.

Although it does add some interesting layers of interactivity especially when compared against more complex keyword abilities.   How does Undying work with that trigger?   Does flying matter in situation X?

Anyone starting to see where this is going?   Bottom line is, your time/knowledge/frustration investment have all risen exponentially when we start to talk about card text.   Cards aren't simple little mice to be tamed with some cheese.   Rather they are incarnations of Borygomaosiepeitsaw (whatever his name is).

Cubing Seals
Bad pun.   But you immediately understand something from it.  This next part?   Not pleasant.   It's time to hide your gold and bury your kids (reverse that if you must).

There are over 17,000 cards in print (or 13,000+, depending on who you trust).   There are dozens upon dozens of keyword abilities.   There are hundreds of abilities for creatures that aren't keyword enabled and thousands of unique Instants and Sorceries.   Want to build a 60 card deck in Standard?   Your card pool should be less than a 1,000 cards.   I have no idea what the card pool is for Modern or Legacy, but I can confirm it is headache-inducingly large.

Neophyte's such as myself should steer way clear of older, deeper and more complex formats.   But how complex is too complex?   And why can't we learn a few important interactions and move forward?

The first question is simple to answer.  It all depends on you.   I started with a Standard Constructed deck (I know, that's contrary to what I'm suggesting to new players like myself).   The important thing to remember here is it was a simple deck to play with few decisions to make.   One day I'll even try to post the list.   But the best place to begin is with an intro deck and move to limited from there - preferably with a core set.

The second question is easy as well.   You can't just learn a few interactions and move forward in an arena such as Modern or Legacy.   The meta game (the game within the game) that these two major formats represents is vastly complex and shifts several times a year (sometimes more often).   Given the financial investment required to play in this series you should stay well away from these formats.   Watch them - but don't expect to play them for some time.

The Fourth Estate
As much as I want to wrap up with only three sections, it is necessary to describe a fourth power of learning.   It's not enough to learn the format.   To get better, you have to learn the comprehensive rules.   That's over 200 printed pages.   But wait, there's more!

There are also tournament rules and infraction procedure guides.   There are special rulings on interactions that may not seem intuitive.   There are articles written by experts at all levels of the game (from Judges to Timmys like me).   And to be good, nay, to be excellent, you have to read and understand a good portion of it.   If you don't take the time to understand the rules, you can't progress.   And the rules...ah the rules.

They are the reason that Magic is as great as it is.


Exponential Math...
Mind you, it's easy to read this and think I'm complaining.   I want to be clear what I'm complaining about though.   I'm not complaining because the game offers a fabulous wealth of very interesting interactions.   I'm not upset that one week it's Eggs, the next week it's Jund Aggro.   Rather, I'm upset that people who are starting now will take years to really start to connect to the game on a level that shows true understanding.

With some hard work and dedication, you can understand how a new set works.   Figuring out how it interacts with the landscape of Magic cards that have come before though...that takes dedication, practice and experience.

Nothing worth doing though should be easy.   So I guess it's time to go do some more reading, playtesting, studying, and more instead of simply sitting here and complaining about the Magic learning curve.   Maybe if I really apply myself, I can knock off a year or two of my ten year plan to become a Level 1 judge.

Until next time.





Monday, March 18, 2013

You Make the Card 4 - Runoff Vote

Instead of doing my homework (I'm 39 and still in college - one day I'll finish), I decided to write up a brief but impassioned plea for everyone out there on the fence about whether to choose Land or Enchantment.

While I'm not much more than a Timmy, I do have to say after playing the game for over a year now that I feel I have as much a stake in this as anyone.   There are good arguments being made for both sides of this debate.   The lands camp wants us to believe that we can get a pretty sweet land out of this process.   The enchantment camp sees things differently, voicing their opinions that enchantments are more exciting when it comes to design.   Arguments for and against are raging on Twitter, with a seeming slant as of this writing towards Lands (at least by some of the bigger names in the game).

Far be it from me to say something negative, as I feel I'm still an infant when it comes to this game.   But friends, Romans, countrymen - the Spikes are WRONG.

Voting land is simply a mistake.   The reasoning is as plain as the nose on your face.   I'll outline it for you.

Voting Land
If you're in the Land Camp, you're hoping for what will amount to being a Rare, even Mythic card.   You're looking to create a Land that can see play across all formats.   You're hoping to create the next Cavern of Souls, a cool Wasteland, or something with an interesting and punishing mechanic.

That idea itself isn't wrong.   Rather, the end result of voting for Land is why I will not follow that road, regardless of who says it.   Here's the reason being on #teamland is wrong - it's boring.   The number of design choices is significantly smaller.   For one thing, there will be no arguments or votes likely over casting cost, nor will there be much argument about color (colorless is the obvious path to take).   The process will be faster and the end result will either be a card that is too powerful or gets nerfed by WotC.   In the end - it will be less fun for those participating in the process.

Let's face it.   When it comes to non-basic Lands, when the game needs something to balance it the Designers come up with it.   Lands, even non-basic ones, aren't quite as complicated or special as one of the other choices.

I don't know about you, but I want to have fun.  We're collectively designing a card, but it's only ONE card. In a big block, that's 1 out of 250 or so cards.   In a small block, it'd only be 1 out of 170 or so cards.   If we're going to design something as a community, let's have some fun doing it.

Voting Enchantment
Being firmly in the Enchantment camp feels pretty swell.   Enchantments are some of the most creative cards in the game.   One of my favorite cards that illustrates this point is a recent edition - Ethereal Armor.   A creative little card that does a tremendous amount when played correctly.   What if we could create an Ethereal Armor that has a bit of Rancor thrown in for good measure (saving it from discards).   Or adjust it to offer an additional protection or weakness?

Enchantments also allow for a bit more leeway in the rarity game.   If you vote Land, as previously mentioned you'll end up with a Rare/Mythic.   So while the card may be more powerful (unless it's a card like Thespian Stage which I still don't think is any good), it will be harder to acquire.   An Enchantment though in this competition could easily end up being a Common or Uncommon.   I don't know about you, but when I crack a pack after this card is released into the wild, I want to have a chance of finding it.   The idea of opening up a pack and getting a fuzzy feeling from finding something I helped design is just one of the many reasons to vote Enchantment.

Need another reason?   Let's look at it this way.   Enchantments are more interesting from a design perspective.   We'll get to argue about casting cost, flavor text, abilities, and more.   Some of that will simply be moot if Land wins the day.   Not that I don't love my copies of Cavern of Souls - but really, designing something like that is a 3-4 step process compared to a 6-8 step process.   And folks, I want to get to participate in all aspects of this process.

Let's look at two more reasons before I close this out.   I just jumped over to the page on Daily MTG where they announced the run-off poll.   Two things struck me, almost simultaneously.   First, LSV's Twitter post that, "...Lands are Sweet."   I did mention that some big names are behind Team Lands.   Great.   Fine. I get it.   But it doesn't mean they're right from a design perspective.   I may only be a Timmy, but I have no difficulty calling out LSV on this.   Voting Land will cheat everyone of the full design process.   The other thing that jumped out and smacked me was results from the first poll.   If you look at them as I do, here's what I think will happen.   Those that voted Lands and Enchantments will likely not change their votes too much.   But I think a huge percentage of those that chose Instant/Sorcery will move towards Enchantments in this run off.   A good percentage of those that voted for creature should do the same.   Artifacts is harder to predict (there may be a bit of a split there).   My point here is this - Enchantments SHOULD get more of the recast votes.

Conclusion
Don't be swayed by one single person's Tweet, Tumblr or blog post on this.   Read as many posts as you can before you make up your mind.   I know I read at least 4 or 5 great posts, some from both sides.

The best part about his though is, in the end, there will be a clear winner to this debate (I love winners).   That's us.   Timmy, Johnny and Spike will all get something out of this design competition.   I can't wait to see what we come up with.



...So long as it's an Enchantment!

Go Vote Now