It felt
bad opening Magic packs, folks. Can't say I've ever had that happen before. Had a great time overall, though.
We had 25-30 people, which yeah, was much lower than the 60 for FF but not too off from the ~35 from EOE.
I went 2-1 with a bunch of great games. And while the decks were all pretty boring and/or swingy, it
is sealed, and the gameplay was excellent. Web-slinging and Mayhem were incredibly cool mechanics and made for interesting, dynamic games. I was UB and battled back from 1 or 2 life multiple times. I would've won round 3 if I wasn't too tired, I misplayed some incredibly tight games due to the incredibly slow tournament org having the round start close to 11 after I had gotten up at 6 and worked a full day, one of which was almost one of my "battle back from 1 life" games that I goofed by not realizing
Superior Foes of Spider-Man lets you play the card even after it's dead. Lots of sloppy stuff like that in this set, where it makes dumb feelbad moments by not working like cards typically work these days that are much more egregious:



Damage Control Crew forces you to destroy your own stuff if there aren't legal targets otherwise, they can bounce their own guys to force you to
Kraven's Last Hunt your own creatures,
Shocker, Unshakable will kill your own guys on an empty board, etc. I like this in concept -- downsides are cool!! -- but here, especially in retail limited, it feels like an oversight. Less an added strategic layer, more a consequence of less-than-normal testing, especially for a set that's supposed to be more basic / new player friendly.
At the end of the day, I opened these 3 cards from the same booster pack, so I knew I'd be in for a good time:
My deck, certainly carried by Gwenom and Mysterio, looked like this prior to realizing I was an idiot and removing the white splash for an extra Pumpkin Bombardment and a C- level 2-drop in blue:
Look, I can't complain about any retail limited where I'm the only one with a
Mystic Confluence, right?
Removal is interesting. Most of it can't kill a big dude. Many sets have a "critical toughness" and I think it might be 4 in this set, but it's more likely 5. Either way,
Spider-Rex, Daring Dino with its ward 2 is basically a bomb at common and I'm glad I never had to face it down myself.
Pumpkin Bombardment is as sweet as I thought it would be, may need to figure it out for my Cube still. We knew
Ultimate Green Goblin would play well because of its comps but it was extremely satisfying to see it in action.
I ended up really liking the common legends, though.
Doc Ock, Sinister Scientist and
Spider-Man, Web-Slinger played extremely well, and though a little underwhelming,
Swarm, Being of Bees felt good to play
. I was sad to not have a
Venom, Evil Unleashed, but on other tables, it truly looked like it captured the intersection of "feeling legendary" and "feeling common".
Aunt May performed for everyone and made me feel better about tentatively adding her to my Cube, even if I only have a handful of spiders to get full value off her. That second toughness is no slouch, and it was fantastic with web-slinging. Yes, I know
Hinterland Sanctifier exists and is cuter (and doesn't make me hate myself flavor-wise), but it's not legendary!
I was right to consider
Hobgoblin, Mantled Marauder the coolest design of the set. I think the comparisons to
Slickshot Show-Off were underselling it (and don't appreciate how much discard is in the median Cube environment these days!!) -- even in a retail limited environment, it was dealing absurd damage. I saw multiple turn 4 and 5 kills off just the little guy, and I couldn't be more excited to Cube with it.
To really drive it home, though, this set was very boring to build but extremely fun to play. I'm curious how it'll play out, but I can say that, as anti-spidermen as I am, I'm more willing to drive an hour to a Spider-Man RCQ in the next month or two than I have been for EoE.