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Wednesday, July 15, 2015

Magic Duels: Origins

Yesterday, I wanted to finally try the Magic Duels game, a successor to Duels of the Planeswalkers. This game as I noted before in Magic Origins Prelease post will be a dynamic and persistent (if I can use that for in this context?) application. This means that the players won't need to buy a stand alone game each year. The game is free to play but there is content you can buy (booster packs for example). So far the game is available only for iOS but other platforms should follow with the release of Magic Origins this Friday (I couldn't find much info about that though).

After experiencing some troubles with downloading the game (I managed to finish several matches on MODO in the meantime, it was lagging hell a lot). When I finally launched the application I was amazed. The game is fluid! The animations are smooth! The game loads way more quickly and the in game speed is way higher as well. Also it is way easier to 'spot' what part of turn it is and who's turn it is. There is a slight glitch. When there is nothing you can do in a certain phase or step it will automaticly go to the next phase/step (I managed to skip Combat Phase this way few times). All this is a huge upgrade compared to previous Duels of the Planeswalkers' games. The only thing that bothered me from time to time was that the game disconnected and had a hard time reconnecting. (even when internet connection was actually working and MODO reconnected this game did not) That was certainly due to my internet connection but I lost some data this way. So if you encounter a problem with your connection do not click on Play Offline. Just find a way to reconnect otherwise it will discard the last changes (your last game, rewards, achievements etc).

The game is one big tutorial at first (and might feel this way till the end of the campaign). The player is supposed to follow 'the spark' (the highlight on menu icon). This leads the player in the campaign mode. The story of Kytheon turning into Gideon. The game will explain some basics before the game and then it will plunge the player into a first encounter.
There is something named Skill Quests that teach the player about a certain mechanic (or anything else) and then follows a game that lets the player try it. Actually the player has to do it in order to continue in the game. So for example it will explain how First Strike works and then let's you play Kindled Fury on a blocking creature to kill an attacking one and win the next turn with that creature. Or it will tell you to play non-creature spells in order to win the game and you have to figure out what cards to target and win the game. This might be very simple for those who have experience with gaming but might be a bit tougher for those not having any experience with card games etc. I mean this is a good thing but the amount of information that one needs to digest is huge.
Mulligan did not change. There is one free mulligan.

After the player finally manages to go through the first fifth of the campaign (Gideon) he gets few packs and some cards from which he can build a deck. In the previous games one was usually editing a deck not really creating one of their own (unless the player really wanted it). This time the player needs to build a deck from scratch. If the player is not experienced in that he can choose the Deck Wizard (or how it is called. I skipped that unfortunately).

The deck builder looks more or less the same. I did not spot anything new or striking at first glance. Still one needs to click on something, then choose the options and confirm it. That is something I'd like them to fix.
Anyway the player needs to create his or her own deck before 'advancing' to standard 1-on-1 battle or two headed giant. The very first deck will be way worse than what one played with in the tutorials (and will also get normal draws - thus really horrible ones^_^).

But after unlocking more content (or rather getting more coin by completing quests and buying new packs) it gets more interesting. But here is the very first problem of the game. This 'game' contains cards from mostly one set - Magic Origins (the thing is that AI has access to cards from other sets). So even when you get more cards the decks won't get that interesting (at the prerelease it seemed to me that anything else than pure aggro won't work). This is an issue that should be solved sooner or later because more sets will be available. The question is if there will be the possibility to play with older cards not just the new ones. The limitation to 4 C, 3 U, 2 R and 1 M still applies and there is no sideboarding between games. The limitation of cards you can have in a deck is actually good as the power level differences won't be too big. But it also limits the player to build a deck around some interesting rare (or mythic).

There isn't much of a content now. So the only thing one can do is play some games against other opponents, finish the campaign or play two headed giant. Also to get some coin one can complete quests. Anyway when playing online some players will be ahead so those players will be crushing players with no card pool etc. It does not seem that there is some kind of match making system based on rating/cards but well everything can change in the future. The introduction of quests is one of the biggest changes. This is easily understandable since this game is free to play and one needs to buy packs for certain currency be it in game one or real one.

I personally was amazed by this application and if it gets some interesting content (or rather interesting cards to play with) I would rate it very high. This way I can't. One of the other things that was improved is the AI. I played all the DotP games on Planeswalker difficulty and the AI was doing really silly plays quite often. In this game though I was punished for my misplay even in the tutorial which was quite a nice surprise.

Also targeting and playing the game in general feels way better. In Hearthstone for example I have difficulties targeting a hero or a minion in Duels it is better. I also got used to moving a card from my hand to the battlefield, just to find out that this does not work in Duels (same with MODO, I had the same reflex). One needs to tap on the card in order to play it. The problem with targeting an enchanted or equipped creature still remains though. Double-tapping a card to zoom it can be tricky but the icons for abilities and such help a lot - it reminds the player that this or that card has this or that ability. If one does not understand an ability (the ability itself or a keyword ie. exile) the explanation can be found after the card is zoomed in and a 'tutorial' on how to use that ability is often available.

So I think that this is a really great start. With more and more content this can be an awesome game, if this will later allow players to play with older cards it will be great. In this game the AI won't play T1 Mox Sapphire, Island and t2, Island -> Tinker -> Colossus now. But that might come. (honesty I doubt that).

Who will play the game? After seeing DotP 15 community and being quite surprised by them holding tournaments and playing quite actively (and wotc continuing in giving content and actually making the premium content available to everyone. I got the expansion for free as well, not sure if that is the case for everyone - I bought everything so far) I believe that this game will be a success. Maybe not now but in the future. I've seen very bad ratings for this and that is why I wanted to try it out so badly. I would give it a bad rating for content (hell with Origins) but otherwise the game super-exceeded all my expectations and for that alone deserves a higher rating. Previous games were WAY better with non-core sets (expert sets) so I believe this will be the case as well (no, I'm certain about this). Looking forward to Battle for Zendikar. I also think that this client/game will actually make its players better Magic players due to the extensive information given and skill quests.
*thumbs up for WotC*

EDIT: What they should also do is...do this game cross-platform. It annoyed me with DotP. I got DotP on steam, got it for PS3 and ipad ... but each time one needs to pay for it and the data cannot be shared. So it would be cool if I can play on my phone and then switch to my computer. This way also I could play with my friends that don't have the same version of DotP etc.

Monday, July 13, 2015

My Magic Origins Prereleases

New set is coming out this Friday. It is the last 'Core Set' as we know it but it underwent quite a lot of changes anyway.

It has a really nice flavor, it tells us about the 5 planeswalkers' pasts (Jace, Liliana, Chandra, Gideon and Nissa) and that is why we have there double faced Planeswalker cards (one side is actually a creature - before the spark - and the other side is a planeswalker). There are many reprints that actually stand out pretty much. Each planeswalker comes from a different plane and that is why there are cards from those five planes which is quite a unique thing. So you have there cards from Innistrad block alongside cards from Theros block etc. That certainly felt strange during the prereleases I participated in. Also with Magic Origins prerelease/release there will no longer be a Duels of the Planeswalkers game but rather a Magic Duels 'magic client'. It will be a free to play game in which the players will get the chance to unlock everything by just playing. Each few months there will be an update to the existing software containing new set or other content. (unlike a new game being released). The iOS version is out for few days already so you can check it out. But it is only supported by newer models of iphone and ipad.

The set itself seems pretty aggressive to me and from the first experience looks pretty boring. But how boring the set is we will find out when the first drafts will start. After seeing the spoiler I came to the conclusion that I want to pick the white pack. I wasn't the only one who thought of that so I had to pick a different color (already preregistered blue/black). So I went with Green, later picked Black and Blue.

Green-White aggro seemed as the best colors to play and that was mostly what I was encountering it was either GW or RW aggro decks. At least two of the three prereleases GW decks were the winning decks. I played Boros, UR and UR. In all those cases the deck was built around the Thopter generating creatures. The most powerful creature though in my deck was Sigiled Starfish. That card sent 7 land cards in average to the bottom of my library. Without this card I guess I wouldn't be able to end up in the finals. Thopter creating creatures, Whirler Rogues, Thopter Spy Network (got three of those, but played only 2) and Angel's Tomb were capable of pulling off a victory.

After the first two prereleases in which I terribly failed I figured out that without being super aggressive I won't be able to win even if I'll be playing a slow deck (that was my case). When I arrived to the store I was actually looking forward to the prerelease but all those people that came to me telling me how many Nissa's they have and how many people they beat just ruined my day. After opening my pool I was even more saddened because it did not seem as a very playable pool at a first glance. Maybe I expected a higher power level but still I had almost no low cost creatures and the creatures I got usually had a pump effect written on them and cost 4 or more mana. With no creatures in play...that simply couldn't work. I tried to build a deck but I knew this would fail. There wasn't much evasion, no Renown and no good curve. So I got beaten up pretty hard in round 1 and in round 2 as well and I always had to face Nissa. At that time I did not really care about planeswalkers but in the second prerelease I found out that the Walker cards stand out a lot no matter what their abilities is. It's not like they would die to a single attack. So I dropped and hoped for a better tomorrow.

The day after did not start that well either but the deck seemed way better than before and I found out that the only creatures I'm willing to play are those Thopter generating creatures. I had to accept the fact that the format is fast and the creatures are mostly inefficient and not really doing much excepting getting bigger. So in the last prerelease I wanted to play a deck that I'd like at least a bit (UR Thopters). I took a blue pack. In my first pack I opened Thopter Spy Network so I was glad, in the second one I got Liliana so I was even more happy (but I knew I wouldn't play Lili at the prerelease), in the third one I got Thopter Spy Network and so on... I got three Thopter Spy Networks but ended up playing two. I noticed Angel's Tomb so I added that to my deck as well and then I just picked all the creatures or spells that seemed playable (yes, even that horrible sorcery 'bolt' costing 4 mana) and Sigiled Starfish was an auto-include. That card is actually what won me most of the games because without being able to play a creature per turn I would simply die. Since my deck was capable to lose to anything bigger than 2/2 (a 2/3 was a problem and a 4/4 was a huuuge problem) I just had to deal as much damage as I could with my flying 1/1 Thopters and I just had to chump block with anything that did not have flying. Sometimes my opponents had flyers too, that's when Whirler Rogue's ability came handy. My biggest enemy was Somberwald Alpha though (if I don't cound planeswalkers in general). That creatures was a problem (or anything with Trample). And I had facepalm myself about 5 times for playing Thopter Spy Network post-combat!

The deck that got me in the finals was...

    2 Thopter Spy Network
    2 Ghirapur Gearcrafter
    2 Sigiled Starfish
    2 Whirler Rogue
    1 Angel's Tomb
    1 Throwing Knife
    2 Scrapskin Drake
    1 Subterranean Scout
    2 Dragon Fodder
    1 Fiery Impulse
    2 Lightning Javelin
    1 Firefiend Elemental
    1 Boggart Brute
    1 Ringwarden Owl
    2 Claustrophobia
    some mountains
    more islands

The deck itself wasn't that much fun, but seeing my opponents face as they realized that Angel's Tomb and Thopter Spy Network on the table might be a problem was priceless. I even had 12+ thopters in play in some games^_^. (unfortunately no photo).

Monday, June 29, 2015

Saving Wasteland

Quite some time ago one local player was buying a heavily played Wasteland from someone online. When he got it he found out that the card was actually cut to pieces. There was quite a discussion (rather flame) about this. Some time later the card surfaced somewhere else and later it ended up in my hands. It was up to me to try to save it.

After altering few Wastelands already I decided not to alter another Wasteland in the future because it was hell to alter it. But when I got this Wasteland I decided to try to do something with it. At first I wanted to go for black and white one or a winter theme but in the end I ended up with 'simple' extension.