First off, let's establish what I am NOT talking about:
Shaharazad
Goblin Game
Cabal Therapy
These cards are what I call minigames - a minigame has a start, a finish, and involves forced interaction.
The cards I want to talk about today are Subgame Creators. When a Subgame Creator shows its face, it creates a sub-objective for both players inside of the larger game. When either player dedicates resources and actions towards "winning" the subobjective, they are doing so in hopes of a payoff. But, the biggest difference between subgames and minigames is that players can choose to ignore subgames.
The classic example of a Subgame is when a relevant planeswalker hits the field. Immediately, the opposing player must make a choice - can I afford to let the opponent "win the subgame" by ticking up their walker unopposed? Or, do I need to play the subgame and kill the walker, so I can get back to the business of killing the opponent?
Why include Subgame Creators in my cube?
- They encourage different styles of play
- They create interesting and tense decisions - do I ignore the subgame or play along?
- They create chances for minor victories, so even the losing player can often feel like they accomplished something - "I may have lost, but at least I nuked your stupid Karn!"*
*Fake editors note: Karn can never die
Non-planeswalker examples of Subgame Creators:
Dross Harvester - Gotta feed the beast! The opponent has an opportunity to cut off the Harvester's food supply, so it eats its controller instead!
Living End - Everyone races to fill their graveyard and empty the opponents!
Restore Balance - make sure our resources are where you want them!
Use this thread to list any Subgame Creators you run in your cube, suggest ideas that I didn't mention here, or tell us fun subgames you've witnessed in any format of Magic!
Shaharazad
Goblin Game
Cabal Therapy
These cards are what I call minigames - a minigame has a start, a finish, and involves forced interaction.
The cards I want to talk about today are Subgame Creators. When a Subgame Creator shows its face, it creates a sub-objective for both players inside of the larger game. When either player dedicates resources and actions towards "winning" the subobjective, they are doing so in hopes of a payoff. But, the biggest difference between subgames and minigames is that players can choose to ignore subgames.
The classic example of a Subgame is when a relevant planeswalker hits the field. Immediately, the opposing player must make a choice - can I afford to let the opponent "win the subgame" by ticking up their walker unopposed? Or, do I need to play the subgame and kill the walker, so I can get back to the business of killing the opponent?
Why include Subgame Creators in my cube?
- They encourage different styles of play
- They create interesting and tense decisions - do I ignore the subgame or play along?
- They create chances for minor victories, so even the losing player can often feel like they accomplished something - "I may have lost, but at least I nuked your stupid Karn!"*
*Fake editors note: Karn can never die
Non-planeswalker examples of Subgame Creators:
Dross Harvester - Gotta feed the beast! The opponent has an opportunity to cut off the Harvester's food supply, so it eats its controller instead!
Living End - Everyone races to fill their graveyard and empty the opponents!
Restore Balance - make sure our resources are where you want them!
Use this thread to list any Subgame Creators you run in your cube, suggest ideas that I didn't mention here, or tell us fun subgames you've witnessed in any format of Magic!