Not that long ago, players on Magic Online used to argue about the question, what is casual? There was an entire "room" on the online client named the "Casual Room," and so players would argue about what kind of decks were and were not appropriate for play in that room.
Of course, in that setting, Casual didn't have anything to do with the power level or expense of the decklist, or the attitude of the player. No, Casual simply meant that games didn't affect your rating (of course, unless it was a sanctioned game, this was true for games in other rooms as well). Eventually, this room was renamed the "Just For Fun" room, and this seemed to end most of the arguments.
Fast-forward several years, and Hearthstone enters the digital gaming world. It features only four different gaming modes, and one of those is called Casual. And I, like many others, have complained about the numerous players who seem to be playing tournament-caliber decks in this gaming mode. But as it turns out, once again Casual means something very different. Here's what I recently learned about this gaming mode:
Every time you play a game in Casual mode, the game attempts to pair you against a Casual opponent of equal skill. But how does it know who is such an opponent? As it turns out, you have a hidden MMR (Matchmaking Rank) that is updated with every game you play in this mode. This rating is completely invisible and is not affected by anything else, including the cards in your deck or your rating in other modes of the game.
Further, depending on the pool of players also seeking a Casual game at
the same time, you could easily end of paired against an opponent with a
much higher or lower MMR than you, if such a match is the closest that
is available.
In this sense, it's not even Casual in the way that Wizards of the Coast defines casual. It is ranked play - it's just that neither you or your opponent can see the ranking. Frankly, I'd just as soon they take a page from Magic Online and just call it something else.
Saturday, October 18, 2014
Thursday, October 16, 2014
Theft of Swords Review
As a voracious reader, I am always on the lookout for new books, especially in the fantasy genre. It's gotten to the point where I've taken to walking up and down the aisles of my local library, waiting for something to catch my eye. While this isn't exactly the most efficient method, I have discovered a few gems that I might otherwise have missed. Theft of Swords
, by Michael J. Sullivan, is just such a book.
I absolutely love the tagline from the back cover: "They killed the king. They pinned it on two men. They chose poorly."
Theft of Swords
tells the story of two men who form the most unlikely of partners. Royce Melborn is a skilled thief and assassin who trusts no one and love nothing; Hadrian Blackwater is former mercenary with a soft heart for those in need. Together they are Riyria, an infamous duo who make their living carrying out impossible missions for those with the coin to pay. But in the course of their work, they are swept up in the currents of "an ancient mystery that has toppled kings and destroyed empires."
What makes Theft of Swords so good is not its unique setting or characters or plot, although these are all excellent. Indeed, Sullivan admits that he purposely uses a quasi-European medieval setting complete with dwarves, elves, magic swords, dragons, and the like - all the staples of modern fantasy. But what makes Theft of Swords so good is the author's ability to tell a good story. Royce and Hadrian are larger-than-life, capable of handling almost anything thrown at them. Yet, as a reader I was fascinated both by their own internal struggles to understand themselves and their ability to figure out what is really going on and how to come out ahead in the end. Additionally, Sullivan has the ability to layer plot on top of plot with great intricacy and skill. Like an onion, just when you think you've got a handle on what's really going on, another deeper layer is revealed. It's clear that the trilogy is really designed to tell one big story; yet the events of the first book (and even the individual parts within) have a satisfying arc all of their own. Finally, I found Sullivan's prose to be quite refreshing. Rather than the deep, complex, or just plain wordy style that characterizes a lot of modern fantasy, Theft of Swords reads more like a movie or screenplay. His style is decidedly light or minimalistic, giving you just enough to visualize what's going on without any extraneous detail. This makes what could otherwise be a long read into a real page-turner.
I greatly enjoyed this book
, and I strongly recommend it. Pick up a copy on Amazon today.
You won't regret it.
I absolutely love the tagline from the back cover: "They killed the king. They pinned it on two men. They chose poorly."
Theft of Swords
What makes Theft of Swords so good is not its unique setting or characters or plot, although these are all excellent. Indeed, Sullivan admits that he purposely uses a quasi-European medieval setting complete with dwarves, elves, magic swords, dragons, and the like - all the staples of modern fantasy. But what makes Theft of Swords so good is the author's ability to tell a good story. Royce and Hadrian are larger-than-life, capable of handling almost anything thrown at them. Yet, as a reader I was fascinated both by their own internal struggles to understand themselves and their ability to figure out what is really going on and how to come out ahead in the end. Additionally, Sullivan has the ability to layer plot on top of plot with great intricacy and skill. Like an onion, just when you think you've got a handle on what's really going on, another deeper layer is revealed. It's clear that the trilogy is really designed to tell one big story; yet the events of the first book (and even the individual parts within) have a satisfying arc all of their own. Finally, I found Sullivan's prose to be quite refreshing. Rather than the deep, complex, or just plain wordy style that characterizes a lot of modern fantasy, Theft of Swords reads more like a movie or screenplay. His style is decidedly light or minimalistic, giving you just enough to visualize what's going on without any extraneous detail. This makes what could otherwise be a long read into a real page-turner.
I greatly enjoyed this book
Tuesday, October 14, 2014
MPDC Season 26 Champion
Another season of Monday Pauper Deck Challenge is in the books, and with it we bid farewell to the Return to Ravnica block in Standard. I can't think of a better way to close it out than to highlight the championship winning decklist from MPDC Season 26 WORLDS: 4CC ETB, which stands for Four Color Control Enters the Battlefield. And it just so happens that the deck is built around three of best Commons from Return to Ravnica block: the Gatekeepers! Let's take a look at the list:
It's pretty easy to see what this deck is trying to accomplish! Recurring the Gatekeepers (as well as the Centaur Healer) with both Peel from Reality and Font of Return creates some amazing card value. While the metagame saw its share of aggressive strategies, this list ensures that it can live long enough to get this value with eight different sources of Life-gain! It also has great game against Enchantment-based strategies, with 4 Keening Apparition in the main and another 4 Revoke Existence in the board. Throw in Gods Willing to protect those creatures, Sign in Blood for card draw, and even a one-of Zephyr Charge to sneak all of those ground based creatures past your opponent's defenders, and you've got quite the game plan! Congrats to MyGalaxy on his unique build and his excellent piloting skills in taking this deck undefeated through the entire tournament!
I can't wait to see what new archetypes emerge with Khans of Tarkir. And maybe you'll be the one to pilot one of those new archetypes to victory in the capstone event of Season 27 of MPDC, which starts next Monday, October 20th. Don't miss it!
4CC ETB
1st place by MyGalaxy in MPDC 26 WORLDS
| Creatures 4 Centaur Healer 4 Cloudfin Raptor 4 Keening Apparition 4 Saruli Gatekeepers 4 Sunspire Gatekeepers 4 Ubul Sar Gatekeepers 24 cards Other Spells 4 Gods Willing 3 Peel from Reality 3 Sign in Blood 2 Font of Return 1 Zephyr Charge 13 cards |
Lands 4 Simic Guildgate 3 Azorius Guildgate 3 Evolving Wilds 2 Dimir Guildgate 2 Forest 2 Orzhov Guildgate 2 Selesnya Guildgate 1 Golgari Guildgate 1 Island 1 Plains 1 Swamp 1 Transguild Promenade 23 cards |
It's pretty easy to see what this deck is trying to accomplish! Recurring the Gatekeepers (as well as the Centaur Healer) with both Peel from Reality and Font of Return creates some amazing card value. While the metagame saw its share of aggressive strategies, this list ensures that it can live long enough to get this value with eight different sources of Life-gain! It also has great game against Enchantment-based strategies, with 4 Keening Apparition in the main and another 4 Revoke Existence in the board. Throw in Gods Willing to protect those creatures, Sign in Blood for card draw, and even a one-of Zephyr Charge to sneak all of those ground based creatures past your opponent's defenders, and you've got quite the game plan! Congrats to MyGalaxy on his unique build and his excellent piloting skills in taking this deck undefeated through the entire tournament!
I can't wait to see what new archetypes emerge with Khans of Tarkir. And maybe you'll be the one to pilot one of those new archetypes to victory in the capstone event of Season 27 of MPDC, which starts next Monday, October 20th. Don't miss it!
Saturday, October 11, 2014
MPDC 27.01 and the Standard Pauper Filter
All this week I've been writing about the latest bug with the Standard Pauper filter on Magic Online. As I announced last time, this bug actually affects both Classic and Standard Pauper, allowing cards once printed at Common to be legal in their respective formats.
According to the latest word on this bug, the issue will be fixed during the October 22nd downtime. However, this means that the bug will still be in place for the first event of the new season of Monday Pauper Deck Challenge, which is scheduled for Monday, October 20th. Now in the past, we've sometimes started the season with some sort of wacky or unusual format. So it seems fitting that for MPDC 27.01, I will simply allow any deck that passes the Standard Pauper filter.
Let me be clear. Unless things change between now and then, all of the following cards will be legal for MPDC 27.01, even though they are not printed at Common in the new Standard format:
So spread the word. Let your friends know. MPDC will be on its normal end-of-season break for October 13th, and will be a special event on October 20th in which the cards listed above will be legal for that event.
According to the latest word on this bug, the issue will be fixed during the October 22nd downtime. However, this means that the bug will still be in place for the first event of the new season of Monday Pauper Deck Challenge, which is scheduled for Monday, October 20th. Now in the past, we've sometimes started the season with some sort of wacky or unusual format. So it seems fitting that for MPDC 27.01, I will simply allow any deck that passes the Standard Pauper filter.
Let me be clear. Unless things change between now and then, all of the following cards will be legal for MPDC 27.01, even though they are not printed at Common in the new Standard format:
- Arc Lightning
- Congregate
- Darksteel Citadel
- Eternity Snare
- Gather Courage
- Gravedigger
- Heat Ray
- Reprisal
- Riddle of Lightning
- Springleaf Drum
- Stab Wound
So spread the word. Let your friends know. MPDC will be on its normal end-of-season break for October 13th, and will be a special event on October 20th in which the cards listed above will be legal for that event.
Thursday, October 9, 2014
It's Getting Bigger
Last time, I wrote about the new bug with the Standard Pauper filter on Magic Online that now allows any Uncommon currently in Standard that was once printed at Common into matches. Obviously this would have a big impact on the metagame going forward.
As it turns out, it wasn't just the Standard Pauper filter that was bugged...
While the community has gotten reassurances that the Magic Online team is aware of these issues, thus far there is no word on what the problem is or when it will be fixed...
As far as MPDC is concerned, until the problem is resolved, there seems to be three options:
As it turns out, it wasn't just the Standard Pauper filter that was bugged...
While the community has gotten reassurances that the Magic Online team is aware of these issues, thus far there is no word on what the problem is or when it will be fixed...
As far as MPDC is concerned, until the problem is resolved, there seems to be three options:
- Simply go with the filter as is. The "Uncommon-Commons" would now be allowed into the format.
- Continue with the rules as they are. This means that despite the fact that players will technically be able to enter a match with illegal cards, once they are discovered, that player will receive a match-loss.
- Change the way registration works such that Gatherling enforces the rarity restrictions rather than Magic Online.
- Looking at the list of Commons that would be added to the format, only Arc Lightning, Gravedigger and Stab Wound would see widespread play with the potential to disrupt the format in an unhealthy way. The rest of the cards might find a home in particular archetypes, but aren't really broken or overpowered. But Gravedigger in particular is a strong card with no real answers in the format. Of course, the same might be said for Font of Return.
- Having new players enter what they believe is a legal deck, only to be disqualified due to a bug with Magic Online, seems like a good way not to keep new players. While MPDC worked this way for a long time, I have no doubt it hurt the growth of our player base. And having a filter that doesn't work properly only makes the problem worse, since the new players would have every right to believe that their deck was in fact legal.
- The third solution seems like a good idea, but in fact Gatherling doesn't actually work that way, at least not the version we use on pdcmagic.com. Even if you force players to enter a decklist to register, they can still just enter nonsense characters into the decklist and bypass that restriction. And it certainly doesn't tell a player that a card entered isn't legal for a particular format. So if we wanted to go down this road, we would have to switch over to the software at Gatherling.com, essentially leaving pdcmagic altogether.
Tuesday, October 7, 2014
More Card Legality Issues in Standard Pauper
A couple months back, I wrote about a persistent error with the Standard Pauper filter on Magic Online. Essentially, the problem was that the filter would show certain cards as legal for Standard Pauper, but wouldn't actually let you join a match with those cards in your decklist. All of the offending cards were reprints that at one point were Commons, but were now Uncommons in Standard, and thus not actually Standard Pauper legal.
But now the bug has taken an unexpected turn. As was first reported on this post over at pdcmagic.com, these cards no longer prevent you from joining a Standard Pauper match. Without any fanfare or announcement, this bug has just added 11 cards to the format. Here's the full list of cards:
I will be mulling over this situation for the next week or so. Thursday, I will post some of my thoughts on the matter. In the mean time, I'd love to hear what you guys think about the situation. Let me know in the comments below. Thanks for reading!
But now the bug has taken an unexpected turn. As was first reported on this post over at pdcmagic.com, these cards no longer prevent you from joining a Standard Pauper match. Without any fanfare or announcement, this bug has just added 11 cards to the format. Here's the full list of cards:
- Arc Lightning
- Congregate
- Darksteel Citadel
- Eternity Snare
- Gather Courage
- Gravedigger
- Heat Ray
- Reprisal
- Riddle of Lightning
- Springleaf Drum
- Stab Wound
I will be mulling over this situation for the next week or so. Thursday, I will post some of my thoughts on the matter. In the mean time, I'd love to hear what you guys think about the situation. Let me know in the comments below. Thanks for reading!
Saturday, October 4, 2014
Orzhov Pilgrim Post-Rotation
Let's start by taking a look at Forli's build of this archetype, which he piloted to an undefeated 1st place finish in MPDC 26.06:
WB Pilgrim
| Creatures 4 Akroan Skyguard 4 Auramancer 4 Heliod's Pilgrim 4 Hopeful Eidolon 4 Wingsteed Rider 2 Keening Apparition 22 cards Other Spells 4 Ethereal Armor 4 Gods Willing 4 Pacifism 2 Font of Return 2 Stab Wound 1 Ajani's Presence 17 cards |
Lands 11 Plains 4 Evolving Wilds 4 Orzhov Guildgate 2 Swamp 21 cards
Sideboard
4 Celestial Flare 4 Duress 2 Keening Apparition 2 Beckon Apparition 1 Pillar of Light 1 Feast of Dreams 1 Ajani's Presence 15 cards |
Of these 75 cards, only 43 cards will survive rotation. Gone are Auramancer, Beckon Apparition (SB), Celestial Flare (SB), Duress (SB), Ethereal Armor, Keening Apparition, Orzhov Guildgate, Pacifism, and Stab Wound. Of these, the loss of Auramancer, Ethereal Armor, Keening Apparition, and Pacifism are probably the most significant: Auramancer for its recursion of the deck's numerous Enchantments; Ethereal Armor for its ability to turn any creature into a massive threat; Keening Apparition for its ability to act as a creature and also Enchantment-hate; and Pacifism as excellent spot removal that could be searched up using Heliod's Pilgrim. So what does Khans of Tarkir bring to the mix?
2. Kill Shot is probably the best stand-in for Pacifism. While it can't be tutored up using Heliod's Pilgrim, it does allow you to kill anything as long as your opponent actually attacks with it. Most of the time that won't be a problem, since Standard Pauper rarely includes solid utility creatures. Kill Shot also has the advantage of not be vulnerable to Enchantment hate.
3. With most of the relevant Auras leaving the format, Auramancer wouldn't be as effective as it was previously. This means that Font of Return should be able to perform a similar role. Again, having this effect tied to a creature is obviously much better, but in a longer game Font of Return can generate a ton of value. And since it's an Enchantment, it can still be fetched by Heliod's Pilgrim.
4. Sadly, there simply is no replacement that even comes close to the value of Ethereal Armor. Molting Snakeskin is probably the closest analog, in that it pumps the creature's power, is cheap, and allows it to survive combat with Regeneration. Eternal Thirst has also seen some play already in this deck, and is also a decent substitute.
Other cards from Khans of Tarkir that might be worth considering for this deck include: Ainok Bond-Kin, Bitter Revelation, Sultai Scavenger, and Unyielding Krumar.
If you've got other ideas for this archetype, I'd love to hear them! Let me know in the comments below.
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