[M14] Shadowborn Demon

By: VibeBox

shadowborn

Shadowborn Demon caught my eye almost immediately when I saw him in the spoiler for M14. It’s an interesting card because it bears some resemblance to many of the black creatures higher on the curve that currently see play. So called “187” creatures have been a staple of black for some time, and rarely do we see them with such loose targeting restrictions as this.

It also fits nicely into the Recursive Black Aggro archetype that has been gaining popularity, which makes it of particular interest. A Pox or Contamination deck may already be playing GravecrawlerBloodghastBitterblossom, or any number of other enablers to negate exactly this kind of drawback. However, we have to consider that sometimes the drawback won’t come into play at all given that these types of decks will often play an Oversold Cemetery based purely off the number of bodies it can flood the graveyard with, given its nature as an aggressive deck.

While not everyone supports these types of recursive themes, other decks like reanimator (which is always filling its yard with Ideas Unbounds and Frantic Searches) may well find him to be a playable body as well. I think he deserves a look, so let’s match him up against some other, more familiar options.

Shriekmaw
This is a card that’s seen play in most Cubes since its printing due in large part to its versatility coupled with a sufficient evasive body. The Demon has a far more threatening body, albeit with a less powerful form of evasion. (Though Fear gets continually worse as the proliferation of hybrid cards continues) That’s not all, though. He also offers 4 (!) extra points of toughness, as well as the ability to actually destroy the types of creatures that could theoretically block him (flyers), an ability Shriekmaw can’t boast.

Bloodgift Demon
Here is a card that was enthusiastically embraced by Cubers recently, and sports a similar body at five mana for five flying power. Here again, though, the new Demon has certain advantages. Two points of toughness may not be a staggering number, but it does put Shadowborn Demon out of Char or Fireblast range, a critical threshold when you’re on the defensive against an aggressive start from your opponent.

The Demon also offers value up front. Everyone loves a Phyrexian Arena, but it’s an up front investment for value down the line, and in a form that can become a liability at that. Often this is simply too little too late on a card that costs five mana. Shadowborn kills their most threatening attacker dead immediately and stares menacingly at their remaining crew with threats of blocking.

Nekrataal
While I don’t want to downplay the significance of an increase from four to five mana, the returns here are undeniable. For one additional mana we’re now looking at not only a drastically bigger body, but real evasion. Our Demon friend plays equally well with Blink Effects, and does’t get blown out by any old Arc Trail from the opponent.

Kokusho
Still played in many cubes, poor Koko has seen better days. Power creep has turned a once formidable body with value into a sketchy proposition. For one less mana we get not only a better body with the same evasive properties, but we get our value up front instead of (like Bloodgift Demon) waiting for it to matter. An opponent with a Swords or similar exile effect will probably take the game from us if our stock is with KoKo, whereas the Demon stands a far better chance to have made the difference for us.

I believe that Shadownborn Demon compares favorable with all of the above, save perhaps Shriekmaw due in large part to his function as a Terror, and fringe value with sacrifice effects. In many modern black sections the drawback is more or less negligible, if not outright planned for. I have high hopes for Shadowborn Demon, and I think he deserves a chance in any black section that focuses on recursion, and many that don’t.

All told, I’d say that Bloodghast just made a new friend.

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In a Strange Land: Words with Adversaries

By: Jason Waddell

RiptideLab is the first website I’ve ever created, and as with any new venture, there are surprises involved. Sure, you and I may think of ol’ RiptideLab as a hub of cube drafting discussion. Even a cursory glance at our page might confirm this hypothesis. But most of the people who find their way to this site via Google search don’t come for the games. They come for the fur.
anthrocon

Last month I wrote a blog post about my accidental visit to the world’s largest furry convention. Since then, web searchers have been visiting in droves. I can’t imagine these people are finding what they’re looking for. In a satistfying bit of symmetry, the furry enthusiasts are searching for furries but find a gaming site. What do they think of what they find here? Do they immediately high-tail it for greener pastures? Did they leave furrious and feeling ostrichsized?

My experience at Anthrocon was simply Part 1 in a trio of Pittsburgh tales. During my formative years I developed the regrettable habit of stumbling into gaming situations where I didn’t quite belong.

Today’s story started at the grocery store, of all places. Pittsburgh shopping trips were a “cooperative” venture in the loosest sense of the word. My wife came armed with a meticulously prepared list, and I did my best to implement lessons from my civil engineering course by placing myself and the shopping cart as to minimize the reduction of laminar flow of customers through the store. Translation: I stayed out of the way. Which sounds easy (and is, in fact, easy), but if you’ve ever set foot in a supermarket*, you’ve discovered that at least half the populace spreads their carts throughout the aisles as if they’re setting up a goddamn Maginot Line.

While wedged between the lemons and the bananas near the entrance of our local Giant Eagle, I spotted a sign for a weekly Scrabble night in the area. “Wednesday evenings, 7:00, Imperial House, Room 323”

The following Wednesday evening I arrived at Room 323 of the Imperial House at 7:15, along with my wife and our friend Jess. In tow we carried a tray of cookies and a copy of Pandemic in hand, in case anybody wanted to play something other than Scabble. We had grossly mis-assessed the situation.

“You’re late.”

The room smelled of mothballs and denture cream, and was host to a couple-dozen retirees silently laying tiles at two-person card tables. A couple dozen retirees and Stan, our host and director of the Pittsburgh Scrabble Club. The first round had already started, but with 17 players that evening, Stan had been the odd man out.

What happened next is rather foggy in my memory. The three of us (myself, my wife, and Jess. sorry Stan) were not allowed to play in a game together, as sanctioned Scrabble games are between a man and a woman strictly two-player affairs. We were issued official regulation scorecards and “digital Scrabble® clocks”. I was paired against Stan. Across the room players complained that neither Jess nor my wife were using the timers correctly. Shortly thereafter the girls decided it was time to go home.

Our time at Imperial House was abrupt and jarring. We came looking for a social gathering, but had wandered into the Scrabble equivalent of a geriatric PTQ. It’s apparently a common occurrence. A Pittsburgh blogger visited the club and wrote the following:

Every player was focused and serious – there were no smiles or jokes, and certainly not any laughter. One women told us how joining the Scrabble club has completely ruined recreational play for her – she can’t stand the conversation and lighthearted nature of it all. Those of you who know me will agree that this is not for me.

This is a fascinating testimonial. I always assumed that the grumpy grognards who frequented our local PTQs had always been that way. Bristly, unsociable. Were they, too, once filled with smiles and jokes and laughter?

Still curious, I turned to the internet to find out more about this club I had encountered. Would there even be information online? Did these people know how to make or use a website? Maybe Google could find the answers. ‘Pittsburgh scrabble club’.

scrabble

Oh. Easy! Let’s dig around.

Their welcome page is an exercise in tautology.

You have found the website of the Pittsburgh Scrabble® Club (North American Scrabble® Players Association Club #352) in Pittsburgh, PA. We are one of 11 clubs in Pennsylvania. Feel free to explore the site by way of the links above and read on to learn about us.

It’s fortunate they have links. My plan had been to randomly peck URLs into my browser until I landed on another one of their site’s pages.

The Pittsburgh Scrabble® Club is fairly old as you can tell by our club number. However, when a previous director moved west the club fell on hard times. Now, we are in a rebuilding mode.

I’m going to be honest, I didn’t realize it was possible for a Scrabble Club to ‘fall on hard times’. What does that even mean? Were they playing in back alleys just to keep the game going? ‘Previous director moved west’? The whole thing reads like a Dickens novel.

The age range of our players is from about 13 to about 85.

Lies, damned lies, and statistics.

It’s not just your club number that’s old. Sure, it’s feasible that a 13-year old wandered into the club on accident once. But I can tell you from experience this place was not hospitable to the concept of youth. What would happen if they stayed? Would their body start rapidly aging like Robin Williams’ character in ‘Jack’?

I took the liberty of visualizing what their player-age data might look like.

plot2

Let this be a lesson: the range is rarely a very informative statistic.

The skill level in our club is very wide. It ranges from pretty good “kitchen table players” to just below expert level.

Expert level? Is there some sort of Scrabble Pro Tour? I mean, the game, like Magic, is owned by Hasbro, and I doubt there are players shelling out thousands a year on Scrabble product. How much money could there be in such a venture?

Sierra Exif JPEG

Oh.

Unrelated fun fact: The winner of this weekend’s 4500 person Grand Prix Vegas Magic tournament wins $3500.

 

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[M14] Elvish Mystic

By: Jason Waddell

With Modern Masters already on the shelves, the Magic world’s attention turns to the next big landmark: the new MTGO client Magic 2014. If you’re anything like me, nothing quite tickles your fancy like the prospect of new cards. Now, I’m not personally one to dig through the slop of spoiler pages to find the gems in the rough. I let others do the dirty work for me. For my dollar, there’s no better resource than the MTGS Cube “New Card Discussion” forum. There, users have culled the spoilers down to only those deserving of discussion. And at a quick glance, the ruling is clear. The fans are wild about the upcoming Elvish Mystic. Its thread has two-to-three times the number of posts of most other cards. So let’s check out this hot new commodity!

elvish mystic mtg cube drafting

Hmm… that can’t be right. All I’m finding are old cards.

So I dug a little deeper.

eMystic

Aha! There it is!

Now whenever a new card is printed, a common evaluation tool is to compare the new thing to existing known quantities. Due to its casting cost, activated ability, power, toughness, creature type, and second creature type, I’m sure there are those out there that will draw the inevitable comparisons to mana elves of days past. But there are some real substantive differences that should not be overlooked.

Let’s start (and end) with the names. Now, Elvish Mystic is the latest in a long line of cards in Wizards quest to strip the flavor from preexisting cards. Why use evocative names like Kodama, Llanowar and Fyndhorn when we can just slot in words from the English vocabulary? But don’t take that as a dig. While Elvish Mystic’s name may be instantly forgettable, it does evoke a strong pedigree:

mtg mystic cube cards

Cards with the word “Mystic” in them have been restricted and banned from Magic’s most powerful formats! How can the other mana dorks possibly hope to match?

llanowar cube drafting

They can’t. But Rofellos is a pretty cool chap to be waving the banner for your clan. But I have to say, if that’s Llanowar “Reborn”, I’d hate to see how shabby it was in its original state.

mtg fyndhorn

Alas, House Fyndhorn. The above image actually captures all six cards ever printed with the word “Fyndhorn” in their title. Quite a ragtag crew, the Fyndhorns. Their bows are among the most inefficient in the land, and their elders look like Elvish incarnations of Steve Buscemi. Tack on the fact that “Fyndhorn Brownie” sounds like a Dominarian sex act (Fyndhorn Pollen lady knows what I’m talking about), and I think we’ve found our winner.

If you only run one functional reprint this summer, run Fyndhorn Elves.

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ChannelFireball: Declassified Information

By: Jason Waddell

Today my latest ChannelFireball Cube Design article went online, covering a subject that is neither near or dear to my heart: card classification. Far too much ink has been spilled on this topic already, along with other perennial favorites like “why a draft environment should have aggressive cards”. Classification discussions have never been of great interest to me. In the early days of our now decrepit Google Groups page, Eric Chan started a thread on multicolor card classification that I didn’t have a whole lot to contribute to.

Ultimately my ideas on card classification are simply an extension of the Poison Principle. Drafting at its core is a competitive resource acquisition exercise, and to tune this dynamic you need to be acutely aware of the degree of competition that exists for various cards and effects in your environment. Sometimes the right card for the job is a narrower card that is sure to reach the drafter who needs it most. But by and large the bulk of any draft should be filled with cards that are useful to more than one drafter.

The task of tuning the demand for cards in your draft set is of course nuanced with no single right answer. When evaluating my own cube, I look for moments when I intentionally let the card I want most wheel over the cards I think other drafters will want. Am I consistently picking monocolored cards and letting gold cards wheel? Are there cards supporting a certain archetype that nobody else actually wants? If so, how many? Is the entire archetype mechanically isolated from the rest of my set?

This method of evaluation is a useful diagnostic for figuring out where the proportions or dynamics aren’t working as intended. Why is it important? Simple. If your packs are filled with cards that only you want, that means your packs are loaded with “dead cards” for the other drafters. I touched on this briefly in the article, but the corollary to ensuring that there are enough drafters competing for a given card is ensuring that there are enough cards for you the drafter to choose from. Drafting isn’t much fun when you have so few choices that the deck can be built on autopilot.

It’s for this reason that I railed against strongly promoting monocolor strategies in an environment filled with such a high density of multicolor support. To take some numbers, if we had a “core set” style draft with almost all monocolor cards, we would have about 70 cards from each color in a 360 card draft, and even then the standard is for players to build two-color decks. Cubes run in the ballpark of 50 monocolor cards per color. A monored aggro player, for example, has a few artifacts like Tangel Wire and Bonesplitter that they might be interested in, but also have no use for red control cards like Pyroclasm and Slagstorm. The pickings are pretty slim for such a drafter, not to mention the fact that their deck completely falls apart if other players are strongly in their colors.

Why would we promote monored aggro as a Tier 1 strategy in a set with the full ten guilds worth of gold cards. Imagine if one of full-block Ravnica’s top draft strategies was monored aggro. This would be an utter failure in design. As we’ve come to expect, these design flaws are at their most potent in various iterations of the MODO cube. All of which is a source of great frustration, considering how solidly Wizards’ retail draft sets are built. Normally I’d be content to take the easy-going approach and say “it’s fine, I don’t really play much online anyways”, but comically enough the MODO cube has had measurable impact on my paper cube. I’ve asked various local players to join in on the cubing action, only to be categorically denied, with players citing “horrible experiences with the Wizards’ cube” as reason not to join in on the festivities.

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Android: Netrunner Full Review

By: Jason Waddell

Last month I gave my initial impressions of Android: Netrunner, wherein I introduced the basic ideas of Android: Netrunner and gave my thoughts after my inaugural 90 minutes with the game. Since then I’ve had the opportunity to play against a variety of opponents both on- and offline, and can now offer a fuller assessment of the game’s design.

One of Netrunner’s marquee selling points is that it is a non-collectible game. The core set and subsequent expansions come packed with a complete playset of each included card, eliminating the need to reach for your wallet whenever you wish to create a new deck or tinker with an existing one. Although this sounds like a universal positive, it does come with significant design baggage: the same product has to satisfy both beginners and veterans alike.

Android: Netrunner is a deep and complex game, often to the point of being intimidating for a beginner. Several cards were either misplayed or misinterpreted in my early matches, and I found myself ending each playsession to scour Google for clarifications on cards or plays that didn’t quite make sense to me. The problem is apparently widespread, as despite a rather lengthy rulebook and supplemental online FAQ from Fantasy Flight Games, many gameplay elements remained unclear.

wyrm netrunneraccount siphon netrunner card

By contrast, a game like Magic: the Gathering is both more complex than Netrunner yet simultaneously more accessible. Wizards of the Coast have spent years lowering Magic’s barrier to entry, from the beginner-friendly “Duels of the Planeswalkers” recruitment program, to a pipeline of products designed to ease players into the more fully-fledged environments. I spend my days playing and writing about one of Magic’s most advanced formats, but I started with low-power decks that practically played themselves.

Netrunner is certainly better suited for learning under the tutelage of an experienced player, but for those without the luxury, I do hope you’ll power through, as Netrunner’s gameplay is both deep and rewarding.

The primary gameplay mechanics used in Android: Netrunner are resource management and bluffing via hidden information. The two mechanics blend to form an experience that is simultaneously tense and playful. Rather than sell you on the concept myself, I turn to the words of Richard Garfield, Netrunner’s original designer:

When one player knows something that another player doesn’t a world of game opportunity opens up. This opens the door to game theory – where there is bluffing and misdirection, and the play of the game can leap from the dry statistics of the rules into things like reading the opponents and smelling fear. At its best it allows a heady mix of intuition and reason that is hard to match. Hidden information is not appropriate for all games, but I never design any game without considering it long and hard.

Like luck in games, hidden information can increase the breadth of players that will play it. Whenever I learn a new game with no hidden (or inconsequential) information I know there are some players in my playgroup that will make that game a misery to play. They are not doing it to be abusive – but they can’t help themselves when the optimum line of play is there to be calculated. Even the luck of dice may not reduce their calculation – because they can always seek the probabilistically best move. But if there is meaningful hidden information they can’t overcalculate because they know that other people might be misleading them. And they also can make more arbitrary moves because they know that this may mislead the opponent.

– Richard Garfield, “Design Lessons from Poker

I’m a statistician by trade, and people are often surprised to discover that I don’t enjoy games with complete information. If a game state can be solved, my brain yearns to solve it. The wheels turn and turn looking for an answer, and I can’t turn them off. This is immensely dissatisfying. I don’t play games to solve problems. I play games to play.

As Richard Garfield notes, one of the secret benefits of hidden information is that it can cut down on analysis paralysis. You can only process things for so long before you shove your chips in one direction or another.

snare netrunner cardaccelerated beta test netrunner deckaggressive secretary netrunner

A key element of the design is that the card types Assets, Agendas and Upgrades are all played the same way: face-down on the table. With exception to depleting the Runner’s hand of cards, the Corporation’s only path to victory is “advancing” 7 points worth of Agendas. To advance an Agenda, the corporation spends one credit and one click (action) to place an advancement token on a face-down agenda. The above “Accelerated Beta Test” is worth 2 points and requires 3 advancement tokens to be scored. In total, scoring this agenda requires 4 actions: one to play the card from your hand onto the table, and three to advance it. By design, the corporation only has three actions per turn. Fully advancing an agenda almost always requires passing the turn back to the Runner with an Agenda on the table.

Such, the “safe” play is to first build up a defense of “ICE” to guard the agenda before playing one to the table. On the runner’s turn, he or she can make a “run” at one of your servers, which may or may not be home to an agenda. If they survive the gauntlet of ICE you have placed in front of them, the runner steals the Agenda and scores it for themselves. Of course, as the corporation, you can’t simply hold your Agendas in hand until there’s a well-guarded server waiting for them. No, Netrunner’s design is far too clever for that.

Two mechanics introduce an interesting tension to this dynamic. Firstly, the runner can make a run at just about anything. They can make a run at the corporation’s hand to access a random card from the corporation player’s hand. The runner can make a run at the corporation’s deck (to access the top card) or discard pile (to access all cards there) too. Secondly, the corporation player is required to include a certain number of agendas in their deck.

The Runner will run at anything that isn’t nailed down. As the corporation, a valuable tool against this constant assault is the power of misinformation. The inclusion of assets like Aggressive Secretary and Snare! in your deck allows you to disguise your intentions and slows the runner down by forcing the runner to prepare for the worst before attempting a run.

breaking news netrunner
An Agenda that can be played and fully advanced in one turn. However, its benefit (giving the runner 2 tags) expires at the end of turn. Well designed tension all on one card. 

This system of mechanics allows the player to imbue their play with an incredible degree of style. Like Poker, Netrunner is less a game of mistakes than it is a game of opportunities. Two players with different temperaments can attack the game with different strategies, even with the same deck.  An aggressive player bears more risk, but can get away with certain gambles that a conservative player cannot. And like poker, sometimes it’s best to randomize your playstyle as to not give your opponent the gift of free information.

Like all card games, Netrunner is host to its fair share of randomness. Netrunner takes a novel approach to variance management. The corporation and runner players get 3 and 4 “clicks” (actions) per turn respectively, and clicks can be used in a number of ways. At any point, you can spend one of your actions to draw a card or a credit from the bank. This is not the most efficient way to draw cards or earn credits, but the availability of these options smooths out the game enough to prevent the “pointless” games that can occur in other card games like Magic while still ensuring that duels play out differently from game to game.

noise identity netrunnerkate mccaffrey identity netrunner

Best of all, Fantasy Flight Games has managed to create a game whose play is both diverse and consistently interactive. The game’s 7 factions (3 runners, 4 corporations) attack the game from very different angles, but the fundamentals of the game’s beautifully designed rules system holds it all together. The corporation must include Agendas in their deck, and the runner must find a way to steal said Agendas.

Android: Netrunner comes together to form an experience that is far more than the sum of its parts, and is hands down the most innovative and engaging new game I’ve played in the last decade. For a heady mixture of hidden information, bluffing and interactive resource management, look no further.

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