Tuesday, February 17, 2015

Reevaluating Harsh Sustenance

So I've been testing out Harsh Sustenance since my last post, and while it hasn't been a total miss, it doesn't appear to  be as good as I thought it was. When I first saw this card, it immediately brought to mind the stellar Black Common Corrupt, which is absolutely back-breaking in Mono-Black Pauper builds where you can resolve it. And since Harsh Sustenance is half the cost for the same effect, it stood to reason that it would be pretty good.

But as it turns out, being dependent on the number of creatures in play is worlds different than being dependent on the number of Lands in play. Even in a Tokens strategy, I often found myself in situations where it was little more than a Douse in Gloom that could also target my opponent. Yes, if you manage to fill the board with a crazy number of tokens, Harsh Sustenance can be quite the blow-out. But with the prevalence of cards like Festergloom, Barrage of Boulders, and Scouring Sands, it is often trivial for your opponent to keep your creature count from getting out of hand. Additionally, your opponent can also save a creature targeted by Harsh Sustenance simply by destroying one of your creatures in response.

Based on all this, I actually don't think the optimal strategy is to play this in a White Weenie build. Instead, it seems like it would find a better home in an Orzhov build, where it is utilized more as spot-removal rather than a massive damage swing. I also would revise my initial rating of this card, placing it more firmly in the "situational" category than in the "good" category.

If you've had some different experience with Harsh Sustenance, I'd love to hear about it! Let me know in the comments below.

Saturday, February 14, 2015

White Weenie in Post Fate Reforged Standard Pauper

A new season of Monday Pauper Deck Challenge is about to start. And while some players will be trying out new brews with Fate Reforged, typically the best decks in a new metagame are those that were already quite strong before with just a few tweaks from the new set. Additionally, all other things being equal, if you don't know what to play, White Weenie is almost always a good choice.

So I pulled out the list of new Commons in White, and on the whole there's not much to get excited about. But one gem stands out among the rest: Harsh Sustenance. While it requires splashing Black, White is already perfectly suited to take full advantage of this card. Raise the Alarm, Triplicate Spirits, Mardu Hordechief, and perhaps even Sandsteppe Outcast all help create a massive army of tokens, allowing you to maximize the effect from Harsh Sustenance. Throw in some additional cheap White creatures like Akroan Skyguard and Sungrace Pegasus, mix in some protection spells like Gods Willing and Feat of Resistance, add more token synergy with Selfless Cathar and Inspired Charge, and you've got a deck.

While I haven't settled yet on a complete list, something along these lines is probably what I will be playing this coming Monday for the first event of Season 28. Hope to see you then!

Thursday, February 12, 2015

Hearthstone: Shaman Post Goblins vs. Gnomes

Way back in September, I posted a Shaman deck I had a lot of success with following the release of the Curse of Naxxramas expansion. However, since the release of the subsequent Goblins vs. Gnomes expansion, the Shaman hero class has taken a huge dive in popularity, leading some to even rank it as the worst of the hero classes now. Fortunately though, this is not the case.

Hearthstone World Champion Firebat recently achieved #1 Legend using an excellent Shaman deck that I want to share with you today. The list is a far-cry from the previous popular builds. Gone are such Shaman staples as Hex, Feral Spirit, and Lightning Storm. In their place, this deck runs 11 different Mech cards as well as Cogmaster, Powermace, and Tinkertown Technician. It is also surprisingly aggressive for a Shaman build, seeking to quickly gain board control early and push through with its late-game minions to push this advantage into a crushing victory. Here's the list:

One of the best things about this deck is how cheap it is to play. It runs only 1 Epics (Doomhammer) and 2 Legendaries (The Black Knight and Dr. Boom), with the bulk of the rest of the cards being Commons from Goblins vs. Gnomes. For those lacking these two Legendaries, you can substitute almost any big-finisher (another Legendary, or perhaps simply Piloted Sky Golem) for Dr. Boom, and either Hex or Earth Shock for The Black Knight.

The deck is also fairly straightforward to play. You have plenty of early action with 11 minions that cost 3 or less to cast, and plenty of direct damage to back them up with Rockbiter Weapon, Crackle, Lava Burst, and Powermace. Given how unpopular Shaman has been in the current metagame, this deck is poised to do quite well, at least until opponents learn how to best play against it. I personally have had great success with it, and I think if you give it a try, you will as well.

If you're interesting in learning more about the deck, or to watch some gameplay videos, check here for more great information.

What are playing in Hearthstone right now? Let me know in the comments below.

Tuesday, February 10, 2015

Playing Standard Pauper Sealed

We're a week into the inaugural Standard Pauper Sealed League. We ended up with 44 players total, which is a pretty respectable number for an almost completely unexplored format. Perhaps the fact that it is so unexplored is part of its appeal to many players. But, as I was painfully reminded this week, Sealed is a very different beast from Constructed, and even from Draft. So today I wanted to pass on few pointers about Sealed in general that I believe are particular relevant in Standard Pauper Sealed.

1. Aggro is dead. Most of the time, you will not be able to put together a viable Aggro deck in Sealed. You simply won't have enough fast, aggressive creatures, and your opponent is much more likely to be playing more defensive creatures. While the tempo of Sealed is pretty slow, it is very difficult to take advantage of it.

2. Board stalls are likely. The average Power and Toughness of Common creatures is probably around 2/3. And with less removal at player's disposal, you're likely to find yourselves in a situation where neither player can attack profitably, at least without some help from multiple combat tricks. As such, cards that allow you to push through board stalls are more valuable than they might otherwise be.

3. Evasion and removal are quite strong. All other things being equal, you will want to play as much of your removal and your creatures with evasion as possible. Even expensive and/or sub-optimal choices are going to be surprisingly good in this format. Games will often be decided by who can answer their opponent's evasive creatures.

4. Late game cards and mana-sinks are also quite good. Since the speed of the format is so slow, expensive, late game cards will typically get to come out to good effect. Similarly, in these situations, you will often have quite a bit of mana at your disposal and very little to do with it. Cards that allow you to squeeze extra value by means of mana hungry activated abilities are not only playable, but can have a surprising effect on the game.

Like I said, I became reacquainted with these facts the hard way. I ran an aggressive Boros build with low cost creatures and some solid removal. But my opponent's deck, while slower, was defensive enough to keep me from gaining enough advantage in the early game, and eventually I lost both games to his superior but slower force. In fact, both games I lost to Shadowcloak Vampire, a card I have never seen play in Standard Pauper but one that proved to be quite strong.

Got interesting stories about how your experience has been with this format? I'd love to hear about it in the comments below. Thanks for reading.

Saturday, February 7, 2015

Is Standard Pauper Casual?

This week I came across a relatively new article series on PureMTGO entitled "Casual Play" by author bdgp009. The article first caught my eye because he regularly discusses a Standard Pauper build in each of his articles. Then, in his most recent article, he weighed in on what has been a long-running discussion for online games in general and Magic Online (as well as Hearthstone) in particular: What is casual?

Here's what he had to say:

1. Casual is when you play "just for fun."
2. Casual is when it costs you nothing to play and you don't have any prizes on the line.
2. Casual is when you are playing a deck that you enjoy building.
3. Casual is when you are playing a deck that is untested or doesn't have much of a track-record.
4. Casual doesn't necessarily mean weak, but it shouldn't be unbeatable either.

So I was curious how this definition applied to Standard Pauper in general. Overall, I would say it fits pretty well. It costs very little to obtain the cards, there are no sanctioned events or results, it encourages testing and experimenting with new decks, and most of the time any given player can win any given game if the circumstances are right. 

But does this mean that Standard Pauper Player Run Events are also casual? Interestingly enough, it doesn't seem so, at least by this definition. While I hope that most players enjoy the format, there certainly is an emphasis on winning. With prizes on the line, players often go with decks that have performed well in previous events. Of course, even for all this preparation, it isn't unheard of for a complete newbie to end up making Top 8 or better the first time they play, so in Standard Pauper perhaps it is always anyone's game.

What do you think?

Thursday, February 5, 2015

My Current Thoughts on Treasure Cruise

Last week, I asked Standard Pauper player Zoltan to submit his best arguments for why Treasure Cruise should be banned. He had quite a bit to say on the topic, which you can read in full here and here. Let me say that I really appreciate his willingness to put his case out there and open himself up to comments from the rest of the community. I would love to see my blog serve in this function more in the future.

Now no one is questioning that Treasure Cruise is a strong card. The ability to draw three cards rarely sees print at Common anymore. Even so, without Delve, this card would probably not see any play. If you are so far ahead that on Turn 8 you can afford to spend all your mana and not affect the board, you're probably going to win that game anyway. But with Delve, you have the potential to reduce the casting cost all the way down to a single Blue. If you could always cast it for that cost (perhaps by paying life instead of exiling cards from your Graveyard), the card would be absurdly broken and probably would not have seen print at all, much less at Common. So the reality is that Treasure Cruise falls somewhere between those two extremes.

That said I do not believe that Treasure Cruise should be banned. Here's why:
  1. I agree with both rremedio1 and DrChrisBakerDC that Treasure Cruise is helping, not hurting, the health of the metagame. The existence of this card gives players a strong incentive to play Control. Without it, the Aggro decks like White Weenie and Boros Heroic would pretty much dominate the entire metagame. Additionally, I do not believe that banning Treasure Cruise would make space in the metagame for decks that currently aren't seeing play.
  2. Based on the numbers crunched by rremedio1, decks including Treasure Cruise that place in the Top 4 in recent Standard Pauper events make up only approximately 40% of the metagame. Other powerful Commons from previous sets have seen numbers much higher than this without being banned.
  3. While I agree with Adner's comment that Treasure Cruise violates the New World Order philosophy of card design, Rosewater has always been clear that Commons that are pushed in a set due to being part of that set's theme often violate the design tenets of New World Order. New World Order doesn't prohibit such cards; it merely says there must be solid design reasons why those cards should see print at Common. Personally, I am thankful that cards like Treasure Cruise still see print from time to time. The existence of these cards excites players, and when players are excited, they play more Magic.
I do agree, however, that the lack of anti-Graveyard effects is hurting the metagame. I would love to see a Common come into the metagame that allows you to exile cards from your opponent's Graveyard. If I had to pick one way to "fix" Treasure Cruise, this is what I would do. Relic of Progenitus would be my pick, but even Tormod's Crypt would be fine.

Thanks to everyone who took the time to comment on these articles. And for everyone who didn't comment but took the time to read and think about the issues, thanks to you as well! See you next time.

Tuesday, February 3, 2015

Imperial Settlers Review

One of the hottest games from GenCon 2014 was Imperial Settlers, a card management game by Portal Games. In this game, you take on the role of one of four powers who are in a race to settle new lands and take advantage of new resources and opportunities. You play as one of four civilizations - Romans, Barbarians, Egyptians, and Japanese - each share a common deck of cards while also having their own separate deck with mechanics and themes unique to that culture. Over the course of five rounds, you explore new lands, build new structures, trade resources, and conquer your enemies. And at the end of five rounds, whomever has amassed the greatest number of victory points wins.

Each round, you take turns drafting cards from a common pile, then produce resources based on your faction and cards you've previously played, and then alternate taking actions until each player has exhausted their options. The mechanics are simple, but there's a good deal of strategic depth, since many cards can be used in multiple ways. You can choose to play it as a "deal" and gain a particular resource each round; you can instead "build" the card for its cost; or you can "raze" the card, discarding it to receive a one-time combination of resources. And in addition to resources like food, stone, wood, gold, and colonists, you also produce swords, which allow you to attack your opponent and "raze" his buildings instead.

The factions are noticeably different from one another. The Barbarians are themed around producing a lot of colonists and converting them into whatever resources you need. The Romans are themed around building a variety of civic structures. The Egyptians focus on acquiring gold, and the Japanese focus on protecting their empire with samurai while having the option of razing their own buildings for quick resources. The Barbarians are probably the easiest to play, while the Egyptians are arguably the most difficult.

The production values of the game are quite good. The card art is evocative and beautifully rendered, and the wooden "meeples" and resources are solid and clearly distinguishable by color and shape. The game comes with a faction board for each civilization, with clear reminders about your options each turn and a clever way to organize the different types of cards you play throughout the game. These faction boards also have an identical male and female side, which I thought was a nice touch. You also get a gorgeous, full-color rulebook that clearly and succinctly takes you through the game. And if you want to skip the rulebook entirely, it also links you via QRCode to a video tutorial to learn the game that way.

Finally, there is also an "attack" deck of cards that allows you play the game single player. The gameplay is very similar to the regular game, save that the actions of your "dummy" opponent are directed via the special deck. Winning the single player variant is fairly simple, but since you also still keep track of victory points, they include a handy reference guide that ranks your skill based on your total.

Imperial Settlers is a great game that I recommend highly. It's simple to play and quick to learn, but has a surprising amount of depth and replay value. Mastering all four factions takes quite a bit of gameplay, and even the same faction can play out quite differently from game to game depending on your initial hand of cards and which of the shared deck you end up having access to. The single player variant is also a great way to practice the game, since the tricks you learn there are very applicable to the regular game. If you're looking for a new strategy board game, you should certainly give it a try.