Showing posts with label Zachary Barash. Show all posts
Showing posts with label Zachary Barash. Show all posts

Wednesday, December 14, 2016

Warcry in Eternal

If you’ve been reading my blog for any length of time, by now you probably know about my enthusiasm for Eternal, a relatively new digital CCG by Direwolf Digital. Although I was a major Hearthstone fan for a while, I find that Eternal has all of the same elements that attracted me to that game, but does them better. And by better, I suppose I mean more like Magic.

So what makes Eternal special? Zachary Barash, of Hipsters of the Coast (whom I have quoted in this blog before), wrote an article this week highlighting on the key mechanics of Eternal called Warcry. Warcry is a relatively simple mechanic. Whenever a unit with Warcry attacks, the next unit or weapon in your deck gets +X / +X, where X is equal to the unit’s Warcry number. Unlike Magic, these changes persist even when the card is no longer in play, effectively permanently changing that card until the end of the game. Additionally, the top unit or weapon can get multiple Warcry triggers over the course of play, accumulating until you draw it.

Barash identifies four reasons why this is such a good mechanic:
  1. It’s simple. Warcry is easily understood. You attack, your next unit gets bigger. Since most units only have Warcry 1, each attack with that unit makes the next one have one additional power and health.
  2. It encourages attacking. All other things being equal, you want to be attacking. This mechanic gives new players the incentive to do just that. It rewards them for doing what they should be doing anyway, effectively teaching good playing habits.
  3. It provides advantage over the course of a game. Warcry is a great equalizer for aggressive strategies. Your units keep getting larger over the course of a game, making them relevant longer. And at times, this advantage is significant enough to even make it worth throwing away a unit on an ill-advised attack, simply because it will give a corresponding advantage later.
  4. It creates great moments. Often the fun in card games is the big, flashy moments. Warcry helps create those. There is something quite compelling about swinging in with a massive unit for a very cheap cost created by multiple Warcry triggers. It allows you to suddenly win out of nowhere, or win a game you were almost certainly going to lose.

Eternal is free on Steam right now. And while it’s still in closed beta, it’s quite polished, and well worth checking out.

Tuesday, October 29, 2013

Junk Enchantments

So during the week between the rotation of Standard on Magic Online and the start of the new season of Monday Pauper Deck Challenge, I was busy testing several new decks and decided what looked promising in the new metagame. I was testing various Boros and Orzhov builds, and had just about settled on a deck, when Zachary Barash (of Hipsters of the Coast fame), sent me this provocative tweet:


Needless to say I was intrigued. Next time we were both online, I got to face this "new best deck" across the virtual battlefield. I proceeded to get beaten by said deck - and hard. Granted, this is not an unusual experience for me. Still, I was impressed. I immediately set aside the decks I had been working on and began testing with this new one instead.

Although this isn't the version he initially showed me (or even the one I eventually played), I believe that this is probably the strongest version of this deck, now known as Junk Enchantments:

The deck's concept is simple and straightforward, yet remarkably powerful. It functions similar to a Hexproof archetype, save that instead of relying on Hexproof creatures, you instead make use of the special qualities of the Bestow mechanic that essentially prevent you from getting two-for-one'd if your opponent destroys the target of the Bestow Aura prior to it resolving. Ethereal Armor is clearly the most powerful card in the deck, followed by Auramancer, Read the Bones, and Hopeful Eidolon.

The strength of the deck is its flexibility. You can go slow and play the value game very well with Auramancer, Read the Bones, and Bestow, or you can explode with a Turn 1 Hopeful Eidolon, Turn 2 double Ethereal Armor. However, conserving your Ethereal Armors is probably the wiser course of action, as they just get better as the game goes on.

Anyway, despite my initial enthusiasm, I have had nothing but trouble with this deck in two weeks of tournament play in Monday Pauper Deck Challenge. I have a record of 2-5 with the deck, and have seen it lose just about every way possible. I suspect that this is, at least in part, a combination of bad play, bad luck, and some less-than-optimal builds, rather than a true reflection on the deck itself. Still, it's been brutal for me.

So what do you think? Is this archetype viable? Or was it just a gimmick whose initial success was more due to its novelty than any real strength? As always, I'd love to hear your thoughts. Thanks for reading!