Wednesday 2 June 2010

NPEs - Scraping the Gloss off with a Wire Brush

This is a tale of two decks.

This is a tale of two games.

And this is also a tale of two games that someone found to be very NPE (Negative Play Experiences)

Tuesday evening I got a baby-sitting pass as the good lady went out to a concert with her lady friends. Once the fatherly duties were finished, I was free to sling some cardboard with 4 other guys invited expressly for that purpose. Benoit & Arnaud#2 showed up first sporting Major Teroh/Soldiers and GAAIV/Control respectively and there were quickly followed by Antoine playing Thraximundar/Annoyances and Marc with his new "Vampire!" deck. There was some quick re-sleeving to get Anowon, the Ruin Sage into place at the head of Marc's army (though, in retrospect the Ascendant Evincar he had originally would have much more of an impact across more games than Anowon. We pointed this out afterwards and he'll probably change it. ROWR! Go Vamps!)

Facing this onslaught, I played my mono-blue artifact monstrousity "TA-DAA!!" (Thada Adel). A quick note on the deck: I've made changes to it recently, the most notible being the inclusion of Spawnsire of Ulamog. The intention was to eventually go for the 20 point shot and bring out a swarm of Eldrazi. Unfortunatly, with the recent rules change disallowing this, I have integrated the 3 legendary Eldrazi & It That Betrays to the deck. I had intended to cut the Spawnsire itself but forgot to do so before playing, something which I intend to do soon, adding it in most likely for Gather Specimens as a foil to Grave Pact.

You can see our merry group of player's here (From the left: Marc playing "Vampires!", Benoit in red playing Major Teroh/Soldiers, Arnaud top left playing GAAIV and the back of Antoine's head (he of card alter fame), bottom right of the pic. Antoine was playing Thraximundar/Annoyances.)

I had a decent opening hand into a turn 3 Vedalken Archmage. The additional draws got me an Expedition Map which got me a Tolarian Academy. With Darksteel Forge protecting my artifacts and no Wastelands in sight, a couple of turns and some artifacts later, the legendary land and Minamo, School at Water's Edge got me enough mana to drop Eye of Ugin, tutor for Emrakul, the Aeons Torn and play her even working around the in-play Grand Arbiter Augustin IV. It was about turn 7 and the game had taken an hour to get to that point. An hour of saying "TA-DAA!!" every time you play a spell can get a little old. ;o)

Here's a quick shot of my board coming up to the end of the game.

GAAIV has a Mystical Tutor that he has flashed but not played so he's an obvious candidate to be Annihilated as he can just fetch a Wrath of God effect. Major Teroh is also sporting some annoying Wrath effects and "Vampires!" has an Icy Manipulator on the table, though it's effectiveness is restricted by Minamo, School at Water's Edge being able to untap Emrakul. I decide to work counter-clockwise around the table and hit GAAIV to destroy his board. He is left with no permanents and essentialy ends the game as an observer. I can see he's not too happy about it and I offer that we go to game 2 but the table thinks it can deal with Emrakul and play continues.

I attack Major Teroh next and, after a few turns wearing him down, he's next to leave. In the same turn I kill him I play back-to-back Ulamog & Kozilek with It that Betrays already in play. One is countered but now there's a critical mass of Eldrazi and a lot less in the way of allies to help fight against them and the game disolves. One of the last few plays from Marc, the "Vampires!" player, is exiling Emrakul with an Oubliette, just to show that he could and, I have to say, Journey to Nowhere in black is generally not what you expect and is an excellent anti-Emrakul card. Cudeos for the cool play!

So, the outcome of the game was a win for the Eldrazi but a loss for fun, because one player was pretty much iced on turn 6-7, another scrabbled in vain not to be overrun and there was little that could be done by the remaining players to stem the tide. Despite being a couple of cards short of where I'd eventually like it to end up, the deck still man-handled the table playing loosely. Sure, everyone enjoyed playing Magic but there was a feeling of enevitability about the outcome from very early on and the game culminated in the sum of all it's fears as player after player fell powerless before it. (Sorry for the flowery rhetoric, I'm building up to something. Work with me!)

What am I going to do with this monster?

The same thing we do every night, Pinky: TRY AND TAKE OVER THE WORLD!!



Wizards are releasing a new product this month in support of their "Summer of Multiplayer" called Archenemy. In a twist on the traditional multiplayer teams, attack left, pentagon, chaos or any of the other popular variants, this product supports a Hero (or Evil Genius) going up against a host of enemies. One of the decks on offer is "Assembling the Doomsday Machine" which, during the game last night, I felt I was doing already. Now that's a concept I can get behind: Eldrazi making you weaker, making me stronger! Taking over the world!! MMMWWWAAAHAHAHAHAHAHA!

Ahem.

I have no idea if it will work but I'm willing to give it a try. Just even announcing the flavour texts on the Scheme cards while doing my best "Brain - Evil Genius" impression is definitely a dream to be lived at least once and, if I get to trample the weak & meek with huge Eldrazi, well, what of it? I'm an evil genius! I'm going to talk more about Archenemy once the last deck is spoiled, but it looks like it's a set made with EDH players firmly in mind.

Shuffling up for the second game, I wanted to diffuse some of the ill-will and rather than re-playing "TA-DAA!!" or bringing out Rafiq, I had a rummage and found I had a full Phelddagrif deck so I pulled it out. If I can help some people do some fun and extravigant stuff, then everyone will appreciate it, right?

Em, maybe.

Seats and decks around the rest of the table remained as they were and we got underway for round two.

Major Teroh didn't buy the whole "I have a Group Hug deck, I'm nice, don't attack me" line and started out attacking yours truely. At this point I predicted that Major Teroh would turn out to be the eventual victor, he has a way of just pulling games out of the fire and defeating opponents in one fell swoop and I didn't fancy my chances of stopping him. The others were understandibly happy to let him have is way. My slow land start eventually developped into an Iwamori of the Open Fist (which netted zero other legends) and a Wall of Denial which I then hid behind for a few turns. My next significant play was Hive Mind which stayed until the end and ultimately resulted in the game ending play.



Now, I don't know if you have any personal experience with Hive Mind, but it's not the huggy-touchy-feely card it makes itself out to be. Probably the worst interaction is the win condition of Hive Mind + Pact: All of the pacts are free to cast so once you have Hive Mind in play you're free to throw any one, or multiples, of them out. Hive Mind's copy effect is not optional, it's obligatory, so everyone gets a Pact to put onto the stack. The Pacts cause you to lose the game if you don't pay their upkeep cost however, if your general is not in that colour, you can't generate the mana to pay the cost and you lose the game. That's a pretty low play and obviously not what a Group Hug deck runs. Only thing is, when you have Hive Mind in play, it doesn't account for other players running Pacts. Even if one player pays for the pact, the chances are that you've thinned the field enough to win in some other way quite quickly.

Luckily enough, this wasn't the case for us, our problem was more one of scale.

The second issue with Hive Mind is that every effect is magnified, causing a huge imbalance towards board control effects. Wrath of God is still Wrath of God even if it's copied 4 times however, a creature like Reveillark, which would usually net you a creature or two after a Wrath of God effect, now nets you a creature or two after the last copy on the stack resolves and you subsequently lose them both when the second-to-last copy resolves. No, the bigger problem is more the smaller spells. Doom Blade now kills up to 5 non-black creatures ("up to" because two players can target the same creature with their copy and the second will fizzle), Swords to Plowshares or Path to Exile now exile up to 5 creatures, Innocent Blood becomes a Wrath of God for {B} and so on. And very soon the game dissolves into ways of trying to keep creatures in play or winning through other means.

Hive Mind is also not a good card for decks that like to counter things as all the counterspells get copied too and the chances are that one of the original spells will slip through the blanket of Counterspell flak that Hive Mind automatically generates. Obviously the player playing the original spell wants it to resolve so it's more than likely that he will direct his own copy of the counterspell towards another copy of the counterspell, thus ensuring that their spell resolves.

The Group Hug concept is to help other players: Give target player some life, give another target player some cards, everyone puts one or multiple permanents into play for free (though the deck should probably be called "escalation" rather than "Group Hug"!), but it's also true that "you can get too much of a good thing" and with Hive Mind, giving someone else too much of a good thing can kill you, and everyone else, just as easily.

Now, I have to take a moment to slap the Major Teroh player on the wrist because he had the foresight to pack a Seal of Cleansing and run it out early enough. He could have stopped the madness at any time. He didn't. He chose to kill an Underworld Dreams so he could keep drawing cards painlessly and this is the sort of action that could lead to you winning the game but not necessarily very many friends!

Bad boy!

Thraximundar thought it would be a good idea to play a Mind Funeral and everyone got targetted by the copies losing anywhere up to 20 cards into their graveyards. Vision Skeins and Truce got played, Hive Mind copying them both, filling up hands and, at EOT, graveyards. "Vampires!" then decided that he preferred the creatures in his graveyard to those he had in play and played a Living Death (though, to be fair to him, Thraximundar was about to do the same thing).

You know the moment at the top of the fairground ride where everything pauses for a moment and you have this peacefull pause before you start the terrifying downhill descent which either ends up in shrieks of excitement or the guy in the front seat regurgitating his burger and fries all over the passengers in the cars behind him? Well, Living Death on the stack with a Hive Mind in play is one of those moments.

Just resolving the 4 copies and 1 original Living Death took the best part of 45 minutes, some time during which there was a debate about the comes into play interaction of Kor Skyfisher and a Parallax Wave and how the triggers could be stacked to permanently remove creatures from the game (just fyi: in this situation they can't), Tempting Wurm was dumping hands into play and we had additional CIP triggers from 7 or 8 creatures, leaves play triggers from Reveillark and goes to grave graveyard triggers from Noble Benefactor, Veteran Explorer and Deathgreeter. And when we were done resolving the first, it was time to start again and repeat everything another 4 times.

Somewhere in the middle of it all we lost our Grand Arbiter player to complete incomprehension and confusion. I can't blame him.

When the dust finally settled, "Vampires!" passed the turn to Major Teroh who played a Reverent Mantra for black on his army and took the "Vampires!" out of the game. Not sure if it was in revenge for the Living Death turn but it was pretty final! He passed the turn to GAAIV, who simply drew and passed, completely disenchanted by the complexity of the previous 45 minutes.

With a hand of 14 cards hand and a Windfall, I was in a position to finish the game and, given the potential for everything to drag out significantly, I decided to do so. The game ended though, due to a slight oversight on my part, I managed to give the victory to Major Teroh. You see Hive Mind copied Windfall 3 times. GAAIV's copy resolved first and we discarded and drew 14 each. Major Teroh's copy then resolved with the same effect. We then resolved Thraximunder's copy resulting in GAAIV, Thraximundar and myself being decked. At this point each of our spells are removed from the stack and Major Teroh is the only one left standing with a mere 3 cards left in his library. My prediction that he would pull out an unlikely victory turned out to be accurate after all!

So, some fun was had, that's for sure. Brains aren't designed for 5 Living Deaths at midnight after a long day of work and this left everyone with a pretty dazed impression of the game and, in one case, complete bewilderment. Between being on the receiving end of an Emrakul in game 1 and having "the turn of the 5 Living Deaths" inflicted upon him in game 2, I think that GAAIV ended up not fully enjoying his evening of Magic.

So what do we take from this and where do we go from here?

Of course big plays should still be actively rewarded and attempted and generally those plays mean that someone (everyone?) is going to be on the receiving end of a lot of magical hurt. I think I'll re-align "TA-DAA!!" into my Archenemy deck as I said and try to avoid inflicting it on the unprepared.

What about Hive Mind in my Group Torture deck? I may leave it in. There's a possibility that it will draw enough hate to nullify the worst ravages or players will be a little more careful running out huge spells if they are aware that everything will happen multiple times.

As for our GAAIV player, I think he needs a deck that he has built himself, where he knows what everything does and where he can best influence the game. We've told him as much and I think he sees how he can feel more implicated. As to being crushed by the Eldrazi?

Well, there's only so much I can do about that!

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