Tuesday, March 31, 2015

Swoop: My First Magic Deck

This is a series of articles where I talk about the best and most iconic decks or cards I've ever run in a number of card games, from Magic to Pokémon to Duel Masters and even Yu-Gi-Oh!  In addition to the overall strategy, I'm going to use these articles to explain how I became involved with the TCG and gaming community.


I'm not sure anyone forgets their first Magic deck.  Usually because that first deck gets modified and tweaked and reverted back to its original state over such a long period of time that it leaves a lasting impression.  And Magic itself has had such an impression in my life that it always stuns me how close I came to simply not buying my first deck back in the summer of 2001.  I had finished up my first year of high school and was bored ever since the local Pokémon scene had dried up.  Most of the money I had from delivering papers was invested in that game, but I had little reason to continue since I had no reliable way out of the city to any of the larger tournaments.  My parents refusal to support my hobby by taking me to Buffalo or Erie for tournaments was a point of adolescent consternation.  


There was a sports card store called Two Guys that opened the previous year on Water Street in Fredonia.  Western New York winters made getting to Fredonia was impossible for me, but when the weather was warmer it was only a thirty minute bike ride from my home in the neighboring city of Dunkirk.  That summer I started putting up flyers asking people if they were interested in starting a league, and every week I would come back and check the blank sign up sheet and ask the store owners asking if there was any interest, to no avail.  This usually happened on the weekend where some of the college kids were playing Magic, and they'd often prod me to pick up a deck and play in a tournament.

I was skeptical about picking up Magic though.  I didn't really have enough money to support two games, and I was still hopeful that the Pokémon scene in the area would be revived, or I could magically coerce my mom or dad to take me to a large tournament in Columbus or Pittsburgh and prove I was good enough to make a habit out of competition.  I was also aware of how long it would take to get competitively good at Magic, which would be my goal if I started the game up.  Starting from scratch and wrangling the cards for a respectable Pokémon collection had taken a while and Magic, which started five years earlier in 1993, had about ten times as many cards to collect.

But it also seemed Magic could actually congregate a crowd to play it, and there were some familiar faces among them.  Two people I recognized from the Pokémon League during its heyday, Eric and Justin, both picked up Magic that summer and had suggested I play.  There was also Josh Raynor, who I met from the High School Envirothon Club (2nd place champs in 2003, suck it Falconer).  That August, with both the summer and my hopes of a revitalized local Pokémon scene waning, I reluctantly bought an Apocalypse Theme Deck named Swoop and signed up for FNM.  

Some of the people that showed up early for the tournament ran me through the basics of how to play my deck, which was a Blue-Green Fliers deck with lots of bounce spells.  Coming from Pokémon it was easy to transition to Magic, though the ability to play spells and activate abilities during your opponent's turn was slightly vexing to me as Pokémon had nothing similar to this.  Though I was confident I had at least grasped the basics, I didn't have any illusions about winning with my store-bought precon.  The terms archetype and metagame were already in my dictionary from Pokémon, and I knew how poor preconstructed decks were in comparison.  I figured at least some of the people at the tournament would have a competitive deck, particularly the people that had their name written in thick black marker on the white wall near the counter conspicuously labeled FNM WINNERS.  Only three names appeared there: Rick Near, Doug Wilson, and Mike Innace.  There were near thirty people in the pungent, humid room filled with card tables and lawn chairs, and I had the misfortune of drawing Doug Wilson as my first round opponent.

Doug was playing a Domain deck (five-color deck) which was popular in the metagame at the time.  Standard consisted of Masques Block, Invasion Block, and 7th Edition, which had just recently come out.  Invasion Block was a multicolor themed block with a cycle of tri-colored dragons, whose names I slowly came to know and fear through their Charms and Lairs before ever knowing what the Legendary Creatures attached to them actually did, a feature of discovery that was sadly only present that summer where I was completely ignorant to the lore of the game.  Domain decks used cards that were stronger the more colors and basic land types you had access to, and the headliner of the Doug's deck was Draco, a massive 9/9 flying Artifact Dragon that he could squeak out for a paltry six mana.  I was utterly smashed by it in the overall match, though in one of the games (matches were best-of-three) I was able to cast Aether Mutation on Draco and put sixteen 1/1 Saprolings onto the field, a play which a kid piloting that theme deck for a first time can only dream of.  I cannot say for sure if I managed to steal that game off of him or if he calmly played a Teferi's Moat the following turn.  In either case, I had managed to turn a few heads with that play, and against Doug Wilson, one of the greats according to the Wall of Fame.  I had resolved that next week I would be slightly better, and would improve every week until my name was on that wall.

The Swoop deck itself wasn't overly hard to modify.  From games I played against people the following weeks I realized that I could scrape a few wins by simply applying pressure and trying to win quickly before my opponent could play a creature that outclassed mine.  If they spent a large amount of mana I could just Repulse it back to their hand and repeat my attack.  Getting a turn two Gaea's Skyfolk always gave me hope in the game, and I tried to search for other creatures that were cheap and efficient in lieu of the giant dragons, which were expensive both in terms of mana and money.  This was essentially what I had done in Pokémon and Haymaker decks over the previous three years.  I knew I couldn't ever afford a playset of Charizard or Blastoise so I focused instead on Electabuzz and Hitmonchan.  

Entering FNM was $5 and you got your choice of Booster Pack when you entered, so I would often trade any of the rares I had for cards I needed for my deck.  One card I wanted to scoop up four copies of the second I knew it existed was Questing Phelddagrif, because in addition to being a 4/4 for four mana with an array of abilities, he was a goddamn winged hippopotamus.  This required me to add white mana to my deck, which was easy thanks to the multiple mana fixing options in Invasion Block.  It also allowed me to run my one Meddling Mage, which I figured was a good card (and therefore, untradable) because it had a nickname.  Questing Phelddagrif also has one of the most beneficial secret abilities a card can have against the wave of newer players that started Magic that summer: a giant wall of text.  Inexperienced players can read power and toughness, and occasionally keywords like Flying and Trample, but when their opponent plays a card like Phelddagrif that has three different abilities that don't do a whole lot on their own, it's simply too taxing to try to understand it.   "Yeah, okay, it can get flying and does some bullshit where I gain life.  Is it my turn yet?"  

The bane of my existence for two months.
The deck also gave me a couple copies of Kavu Chameleon, which was actually a decent card against some legitimate decks.  Masques Block was still in Standard for a couple months until Odyssey came out.  This meant that for two months I played Magic while Brainstorm and Dark Ritual were legal in Standard.  With this sort of degeneracy, its surprising that a mill deck was the most played deck at the store.  This is essentially the nightmare deck for newer and casual players, Blue-White Control filled with Counterspells, massive creature removal with Mageta the Lion, and Story Circle, which just stopped your attacks in its tracks.  It was the infuriating embodiment of control: it would sit back, counter or kill everything you tried to do, and Millstone you to death.  Kavu Chameleon was surprisingly effective against it though, since he couldn't be countered and could change his color for a single green mana to get around Story Circle.  Plus he was a 4/4 for five, which in dirty peasant terms is a pretty good deal.  It was never enough to actually beat the Story Circle-Millstone Deck, but it had the same effect my Aether Mutation did against Draco that first week.  It made the experienced players concentrate on the game, and treat a kid with a dozen packs and a precon like a dark horse that might actually take the game if they let their guard down.

TCGs don't favor the peasant, and I knew from Pokémon that I didn't just need a plan for a deck, but an overall strategy to acquire cards and keep this hobby going.  The Standard Format in Magic rotated every year, which meant that when Odyssey became legal that autumn, Mercadian Masques, Nemesis, and Prophecy would all rotate out.  In another year the entirety of Invasion Block would rotate out, my Pheldagriffs and Skyfolk with it.   Odyssey would then be the oldest set in Standard.  I decided to focus on the rotation for that following year, getting a respectable collection of cards from drafting Odyssey Block.  It might take a while, but eventually I would be the one playing the Story Circle-Millstone Deck since I would have access to those rares.  In the meantime I would play the best and cheapest deck I could scrape together using whatever commons and uncommons I managed to draft as a base.  As it turns out, Odyssey was an extremely complimentary block for this strategy, and a cheap deck soon emerged that would carry me through the following year of my Magic career.

Monday, March 30, 2015

Respected Achiever

Some quick GW2 news: After a few years of on-and-off playing, I finally got enough achievement points to unlock the Respected Achiever title and the Massive Achievement Chest, along with 15 gold, 10 laurels, 400 gems, and a sexy Zenith Recurve Bow Skin.


I also snagged a Total Makeover Kit out of a Black Lion Chest and used it on my Ranger.  I didn't put too much time into him when I made him, but since I've been playing PvP more often I wanted a cooler look.  Sylvari have some interesting "hair" options.  They're also going to be a big focus in Heart of Thorns, so I might play him more in PvE, though the stigma against Rangers it strong.  Anyways, here he is Sophino Dawnstrider in all his pink flowery glory:



Aside from my dailies I probably won't play too much GW2 in favor of Hex drafts since you get Concubunnies .  I'm still slowly making Mawdry progress too.  I'm also working on a series of articles called Stacks from the Past, where I look at some of the decks I've played in Magic, Pokémon, and other CCGs.

Friday, March 27, 2015

Mawdrey's Quest

There was pretty awesome news this week regarding precursors in the Heart of Thorns expansion for Guild Wars 2.  For those not up to speed, the new system of post-80 progression (80 being the level cap) is Mastery points, which give you various perks to gameplay without ostensibly making your character more powerful.  These Masteries include things like hang-gliding, learning native languages to talk with certain NPCs, and interacting with mushrooms to gain buffs.  One of the big ones was a Mastery Line that allows players to craft precursor items, extremely rare exotic weapons that are required to craft a Legendary Weapon.

Legendaries are on the same power level as Ascended Weapons, but provide some cool effects to your character when you have them equipped.  The longbow Kudzu will generate a arc of flowers whenever you fire it, and the scepter Meteorlogicus will cause your character to leave a trail of clouds and lightning in their wake as they tromp across Tyria.  In addition to footfall and attack animations, they each have a unique look.   Getting them is a grind, but the reward is worth it.  The most frustrating requirement has always been the precursor item, which is a random and extremely rare drop unless you fork over hundreds of gold, often over one thousand, in the auction house.

The new system of precursor crafting changes a lot of this.  In addition to making them all account bound, the Precursor Crafting mastery will require players to go around Tyria and perform various tasks.  It's a grind, but it something that will uproot people from high level zones (even more so than dailies, map completion, and other events in GW2 already do) and get them back into those mid level zones which are often more sparsely populated.

A good example (perhaps itself a precursor) of this type of lengthy quest is one I'm completing right now, the Quest for Mawdrey.  Mawdrey is an item that was implemented with the Living World storylines in Season 2.  Playing through the roughly ninety minute long story chapter rewards you with, among other things, a Mysterious Seed, which you can cultivate in crafted Clay Pots with Magically Infused Plant Food to grow a malicious vine back-piece.  In addition to the backpiece, you get another unique item that will eat Bloodstone Dust (an item that quickly accumulates from completing world events) a few times each day and turn it into a bag of good quality loot.

Running through the Living World Story and getting the Seed is the easy part.  After that, you have to farm Geodes in an area of Dry Top to buy the recipes for your Clay Pot and Plant Food, which then requires a Master Crafter to use.  You'll need several piles of Plant Food, of varying varieties, and each serving can only be crafted once per day.  Growing Mawdrey also requires some steps that force players back into mid-level zones in often overlooked areas of the map.  These steps include purifying a vial of Glacial Water with a shard of ice found in frozen ruins, and infusing Leyline Dust at an Asuran Labratory located inside of a volcano.  Even though I have full map completion on Sebastian, my main, the Volcano Lab was a new experience for me that I didn't find when I was leveling, so getting to return and run through it made me feel like a zone I technically had 100% on still had some new things for me to discover.  And it's that sort of experience that really makes a game immersive.

It's going to take me a while before I complete Mawdrey, and with the Feast of Abundance coming to Hex, I'm going to have to take some time out from the Silverwastes to hop into a few drafts and snag a playset of alternate art Concubunnies.  I'm also going to try to run a Shin'hare deck through the Arena now that I have a few copies of Nori and some Roshi equipment.  Even if you don't plan on drafting, make sure you log in to Hex for the promotional sleeves, and try your hand at the Frost Arena if you haven't.   

Friday, March 13, 2015

Goodfellow Puck

After a few treks through the Frost Ring, I've been averaging about six pieces of new equipment with every run.  Unfortunately most of them tend to be for PvE cards I don't yet own.  But one piece of equipment I can actually use that caught my eye is Ring of Goodfellow.  It's a Rare Trinket that dropped from Princess Cory after a perfect Tier 3 run, and it provides a substantial buff to a unique troop from Shards of Fate: Puck, Dream Bringer.

Puck saw some competitive play in Eye of Creation decks back in their heyday.  That particular deck wants to generate huge chunks of resources and dump a bunch of big troops on the field with Eye, and Puck was the perfect enabler for this since you would often have a few of these bulky beaters in your hand as well.   The Ring of Goodfellow keeps Puck in this support role as all good Bards should be (Yeah, I know he's technically a Cleric, but I'll be damned if they don't add the Bard class to this game eventually).  But instead of just sitting back and finding troops he can actually call more to your side.  Whenever Puck deals damage to an opposing champion, you can look through the top four cards of your deck and put a troop you find there into your hand.

If you're able to get Puck out early, you can easily pad your hand with threats for the mid and late game.  If the troops you search up cost five or more, Puck can still help you play them with his resource ability.  Getting him through for the first few attacks can be tricky, and Puck doesn't have any natural evasion to speak of, so building around the Ring will require a way to punch him through, or to make him big enough where the AI won't want to block him.  For my deck I chose Feather Drifting Downriver as my champion, since her ability can grant any troop permanent Flight.  This not only works well on Puck, but also the late game threats like Arborean Rootfeather that naturally want to be in the deck anyways.  Crackling Sprout can also give Puck a quick +2/+2 pump and crush to push through damage if he's blocked, and the Dandelion Arm Guards (a piece of common equipment) lets your Sprouts grant bonus charges when you have more Crackling cards in your graveyard, allowing Crackling Wit a place in the deck as well.  Add some beefy 5+ cost troops and some additional fixing, and Goodfellow Puck is ready to tear up the Arena!

Goodfellow Puck
Champion: Feather Drifting Downriver
Ring of Goodfellow [Trinket]
Dandelion Arm Guards [Hands]

2 Azurefate Sorceress [Spellshield/Empowerment]
3 Battle Beetle [Mind]
2 Arborean Rootfather [Spellshield/Empowerment]


The twos and threes that litter this list, particularly among the rare and legendary rarity troops, is mostly due to me not owning a full playset of those cards.  This also tends to be how most of my decks look in their early stages.  Hey, Reese is good, costs five, and is in my shards.  Let's run him and see what happens!  The Sorceress is a nice addition with the number of troops she Inspires and the Empowerment ability will trigger twice if you inspire a Rootfather, giving you two +8/+8 pumps for that turn, often enough to end the game.  Howling Brave and Chlorophyllia ensure you get to your second Wild threshold while providing ample acceleration if you just want to get a Jadiim out as soon as possible.  

I'm not 100% sure if it's in the client, but Wildwood Beastcaller (which was spoiled during the Arena Beta) would be a fun card to add to the deck as well.  I'd probably replace Reese just to make the deck completely Ardent for theme sake, since he fulfills a similar role.  Maybe you'll be able to get it from opening chests, which should hopefully be coming in the next few weeks.  In the mean time there's over 150 pieces of equipment to grind, and only one bard bold enough to pilot me through.

Card Image Links from HexTCGBrowser

Thursday, March 12, 2015

The Frost and The Furious

One of the things I've been waiting for in Hex, more than even running the actual dungeons, is the equipment.  I'd be lying if I said I wasn't looking forward to tearing through all the chests that are sitting in my inventory, sorting out all the loot and brainstorming decks.to run through the arena.  Unfortunately when the patch launched, I only had three pieces: The Mirrorblade (a Kickstarter Reward that enhance Replicator's Gambit), North Wind Chimes, and Sky Walkers (which buff Elementals obtained from rolling on Shards of Fate chests in the Wheels of Fate).  Some equipment from the Wheels, like Spark Mitts, was noticeably absent from my inventory stash, along with all the mercenaries and chests.  The chests are still accessible to roll on, but it's a weird interface problem that's crept over from pre-Frost Ring.
  
This means I have to grind the Arena a few times with a deck sans equipment.  Luckily the Arena is very doable without equipment, and a player with little more than a starter could probably finish with little problems.  Getting a perfect run and killing Uruunaz might require a little more power in your stack, and with the diversity of decks, it is definitely possible to bleed a game or two against bosses and minor opponents.  Those achievements are just required to earn you sleeves though.  To grind equipment you just need a bit of tenacity and a deck that can deal with the boss fights, preferably a fast one if you want to do it in decent time.

Arena Orc Rush
Champ: Sir Giles Rowan

4 Savage Raider
4 Ridge Raider
4 Arena Regular
4 Spark Elemental
4 Furious Taskmaster
3 Fierce Warlord
1 Goremaster
3 Zoltog
4 Ragefire
4 Crackling bolt
2 Burn
23 Ruby Shard

This probably isn't the most optimal list since I don't own a full playset of Goremaster, but the list is very strong and very aggressive.  With eight one-drops you will likely be beating for two on the first turn.  Fierce Warlord can make that three if played early as well.  There's a charge sub-theme in the deck in Spark Elemental and Crackling Bolt, allowing you to get Sir Gilas's charge power off multiple times in the match, and on turn three if need be.  Spark Elementals also take advantage of the AI's poor recognition of Swiftstrike troops, often allowing you to chunk an early rush with little push back.  Arena Regular has synergy with the additional charge cards as well, giving you extra reach if the ground gets clogged to deal damage even on otherwise dead draws.  Dealing damage off charges with the Regular will also trigger Zoltog, giving you a free Savage Raider for your troubles.

The deck also takes advantage of the buffs granted from challenges, which often grant you charges, resources, or even Arena Brawlers at the start of the match.  In one Arena run my tier four boss was Xarlox, one of the more difficult matches one can draw.  However thanks to two prior challenges, I started the game with an Arena Brawler and two additional charges.  Since the Brawler is an aggressive Orc and my charge power is meant to buff all my Orcs, this was a dream setup, and resulted in a turn-4 win for me even with him starting at 25 health.  This also ended up being my first perfect run, so in addition to ten cards and equipment I got the achievement sleeves. 

Despite the runs I've made, most of the equipment I've gotten affects cards I don't yet own, however a few of them have caught my eye as ones I'd like to build around.  One in particular is Ring of the Goodfellow, a Rare trinket that give puck the ability to look at the the top five cards of your deck whenever he deals damage.  You get to take a troop from among those cards and add it to your hand, which Puck can help you play the following turn if its cost is five or more.  

Monday, March 9, 2015

Frost Ring Arena Stream

Hey guys!  Sorry for the lack of updates recently.  I got a glut of updates regarding law school recently and have been focusing most of my blog time on that.  I've also been occupied with a few books that have been on my reading list for a while and the LCS Spring Split (#CLGGoldenAge).  The biggest change in gaming was probably when my buddy Jon picked up Guild Wars 2 while it was on sale for 75% off last weekend.  I hadn't picked up the game in a while, and have been catching up with the Season 2 Living World and leveling my alt characters.

This doesn't mean I've forgotten about Hex by any measure.  I was on the test servers periodically, but my play experience was either slow or riddled with bugs that made it impossible to finish the game (like Eurig constantly activating Construction Plans for zero).  However, I will be livestreaming the Hex Arena tomorrow on my Twitch Channel.  I don't use it often and haven't updated it in a while, so I'll try to be as entertaining as possible and answer any questions for players who've been out of the loop during the Beta or are interested to try the game out.

I'll try to update more often when I have things to... update people on.  I'll probably build some PvE decks once we know more about exactly what equipment is available and what features are coming.  Either way, if you're reading this, thanks for checking in and I'll see you in the Arena!