Wednesday, January 5, 2011

Some more considerations for spaceship design

Today we're doing more work on the properties of spaceships. If you'll recall, in October (good lord I need to update more often) I wrote that spaceships have the following properties:

How hard it hits
How many hits it can take
How accurately it fires
How fast it can move
How much it can carry

Again, all of these numbers depend on the other ones, so defining them will be difficult. Let's go over them.

How hard it hits

Your spaceship will be flinging around nuclear bombs. As I discussed earlier, there are other options, but none seem nearly as efficient. I'm perfectly willing to allow different kinds of weapons, but I'm not going to make some miracle sci fi death ray when A-bombs are available (No dessert until you finish your Uranium!)

So how much damage does a nuclear weapon do? Depends on how you build it. After a little bit of googling (Putting myself on FBI watchlists so you don't have to!) I find this page. If you look at the B-3 Gravity bomb, it has a yield of 9 megatons, weighing roughly 9,000 kg. Since we're talking about the future we can upgrade those stats; call it 15 MT for 5,000 kg

We'll call that the upper bound on weapon strength, starting out. Of course you'll be able to upgrade it later on. If we look at the last one on the page, we've got bombs you can dial as low as .3 KT, weighing only about 300 kg. Since those limits are largely dependent on the physics of the bomb, not the engineering problems (you have to have a certain amount of material to get a chain reaction), I don't think this is going to get much smaller. So I figure those are the same starting stats for our low end. When we outfit ships, we can feel free to use bombs of any size in those ranges.

So what does that work out into game terms? Well, I'm not yet sure. If I detonate a warhead of energy E0 at a distance R from a spherical spaceship of radius R0, how much energy does the ship absorb? Still haven't figured out the math. What's worse is that I'm having trouble figuring if it's actually a hard question or if I'm just incompetent. Or both. Depending on how I eventually work out that math, we'll have to tweak...

How many hits it can take

This is entirely dependent on the properties of the Langston field. Which I've gone over in a general sense previously. I'd like to leave the specifics of the field functions until the end, so we can shove all our fudge factor into one mass at the end. Neat.

How accurately it fires

This I've got very little idea on. I'm going to say that right up. If we take a quick stop over at the invaluable project rho, the first blue box on that page explains, in part, why we'd prefer attaching our warheads to missiles. Roughly speaking, it's very hard to predict where your opponent is going to be when your projectile hits them. Seeing as we can build targeting computers into the missiles and such, then you can have your projectile constantly accelerating towards the target. Maybe even launch it out of an electromagnetic gun so it's got a very high starting velocity...

Haven't given nearly enough thought to this so far.

How fast it can move.

This is tricky. In space, you don't have a top speed, you have a maximum acceleration. That all goes back to Newton's second law:

Force equals mass times acceleration. F=ma

To get a higher acceleration you have to increase the force (in this case you have to shovel more reaction mass out the back, or shovel it out quicker), or you have to decrease your ship's mass. Unfortunately, we're still in the realm of rocketry, which has some really complicated equations to solve. (In this case I successfully figured out that the equations are well beyond my skill level. I take what victories I can.) Fortunately for you, I can't take this through the rigorous math like I would like to, so we're going to do it all talky style.

Your acceleration depends on your ships mass.
Your mass is the sum of all the stuff you put in the ship; some for engines, some for living space, some for missles, and some for whatever else you want to bring along. Look, I understand it's a nice grand piano. And they don't let you make synthetic ivory anymore, I know. But it'll slow us down in the battle. But I digress. Again.

We're going to have to estimate masses for a lot of stuff.

How much it can carry.

This is actually almost a subset of the previous topic. Each ship will be able to carry some volume of cargo. If you make it a troop transport you should include need more mass for life support, where an ore freighter wouldn't need it.

I suppose there are a couple other parameters that constrain our ship design that I should mention, volume and cost.

There are practical limits to volume; how much air you're willing to ship up to space to fill it, how many reactor shafts you're willing to have open into the Emperor's throne room, that sort of thing. Realistically, they all are cost issues though. I'm also considering imposing an upper limit to volume based on shield physics, just so you know.

Cost as a constraint, well, that's why we're not in space right now. If I could build an atomic rocket for the cost I spend on a luxury car I'd be surfing the spaceways right now. A little more down to earth, well, all of our ships and components and a bombs and whatnot are going to cost resources. Resources which the game will allow you to produce by leveraging the massive industries of space, and so forth. Again, another really complicated can of worms.

Just some food for thought.

Tuesday, January 4, 2011

Min maxing and fractal mechanics

Some people are crazy.

Ok, lots of people are crazy. All of us, in fact. But this is a particular kind of crazy I want to talk about. The min-maxers. The munchkins, the optimizers and power gamers who will spend hours poring over sourcebooks trying to find half a percentage more dodge rating. The kind of person who will spend literally forty minutes taking a turn just so they're sure they've eked out every last scrape of advantage. Randy. Err... someone who's name I've certainly changed to not reflect on the guilty parties. Let me start over.

Last night I spent a couple hours playing Torchlight for the first time. Yeah, I know it's been out for a while, but I just don't play new video games nearly as much anymore. Torchlight is mostly a repackaging of Diablo II. Close enough that, after spending years playing D2 in high school, I was preemptively sick of torchlight. Even so, I was reluctant to put the game down when it came well past time to go to bed. So naturally I fell asleep reflecting on what made Diablo II a good game to begin with. In my mind, one of the most significant factors is the character creation process, together with the vast range of potential equipment. (Even if you do go for the Burrito Dough Cannon every time.) Which brings me to my topic:

What if I design a game that offers min-maxers unparalleled opportunities to manipulate the rules to maximize their character?

Now check your mouth. For most of you, the bile is rising in the back of your throat. That's good news. It means you're (relatively) normal, and that you should hit your "back" button and flee for your life. This way madness lies. If, on the other hand, you're unconsciously salivating, well, this is the place for you.

So what would be the characteristics of such a game? Well, it'd necessarily be single player. Waiting for five other players to take long, complicated actions and then explain them to everyone else sounds perfectly miserable to me. Maybe two player, if you can convince them to do their setup elsewhere, on their own time.

The main thing is, the rules have to be incredibly complicated. Or at least they have to have incredibly complicated implications. Just having the rules pointlessly complicated is frustrating and boring. So Fizzbin wouldn't qualify. No, we want rules that allow for any amount of complexity you're willing to endure, and most importantly we need a buzzword to describe it:

Fractal mechanics

Fractals are... you know what? Let the power of song explain it, if you don't already know. Here; build your own. Draw a triangle. Then make it into a triforce by drawing an upside down triangle in the middle. Continue by drawing upside down triangles in the rightside up triangles until you can't draw anymore; they're too small. You've made a Sierpinski sieve. The point is, it only requires a simple procedure to make, and yet you can make it as complicated as you want. Neat, huh?

So how would you make fractal mechanics? Well, let's define fractal mechanics to have three basic properties:

The main principle of the rules is easy to grasp; like the way you draw the sieve.
The majority of the benefit gained from the mechanic has to be in the first one or two iterations
The more effort you're willing to put into maximizing the mechanic, the more benefit you'll get out of it.

Let's talk about this in the context of a fantasy RPG. In most of these games (I can't think of a counterexample, but one might exist) the relationship between your character's strength and the damage he does swinging his sword is linear. That is, you add +10 strength you get +20 attack power (WoW), or going from ST 10 to ST 12 increases your basic thrust by the same amount that going from ST 12 to ST 14 would (GURPS). Let's say we change that.

If your sword damage went up proportional to the Square Root of your strength, you get some interesting results. Larding on more strength will always increase your damage, regardless. But the more strength you add the less and less it benefits you. Now, if we also allow that the game has items that either increase or decrease your strength, you have the option of using those. The more strength you have, the less the penalty of decreasing it somewhat, particularly if the item has better bonuses to compensate for the normally large minus.

That's three levels of complexity (+str is always good-> +str gets worse and worse -> items that reduce str aren't always as bad as they seem). The fourth level is much more difficult. Suppose you start with a low strength, and use items to push it in the negatives. What happens? Most games would just redefine that as zero strength to make the math easier, but suppose we don't. If you take the square root of a negative number, you get an imaginary amount of damage. What's that mean? Anything we want it to. Let's say it works like elemental damage in normal games; I can attack for 200 damage +50 fire damage. Instead I'm attacking for 100 real damage and 40 imaginary damage. As long as imaginary damage takes away real hit points, we're still in business.

That's a fourth level of complexity; modulating into imaginary damage for whatever benefits that provides you.

So there you go, a fractal mechanic. Four isn't infinity, but it's close. Is it possible to do better? I'm sure it is, I'm coming up with an example on the fly here. Let's broaden our horizons a bit, to see what that'd accomplish.

Imagine a game where every single one of your stats worked like that; a simple relationship that encompassed hidden depths of complexity. Imagine that every item and modifier you got changes one or more of your stats, or offers other benefits. Imagine doing all that arithmetic by hand. Yeah, I'm thinking this will necessarily have to be a computer game of one sort or another just so you don't have to work things out yourself.

It's an interesting idea. It's only marketable to a certain type of hardcore gamer, and games that require you to be hardcore don't generate fans easily, so I don't see making this as a for profit venture. Maybe as a project, after the Terrible Secret of Space winds up. Actually, I'd better get back to that.

Saturday, January 1, 2011

"Black" Tyrone Gallowglass

A while back I expressed my desire to cart around a mobile GURPS session in my briefcase. As such, I've slowly been accumulating a cast of generic characters to let people borrow. The idea is to be ready at a moments notice, and be able to introduce the game to anyone who's willing to try it. This is one of those characters. First, a bit of background.

He's named for the Black Tyrone, a famed British regiment in India. And by "British" I mean it served the crown, but was composed of Irishmen. Kipling wrote about it. I figured that Black Tyrone makes an excellent name, so I borrowed it. Yeah, stealing names isn't very creative, but I want simple names that evoke the character for this suite. So by appending to him the title "Irish Mercenary" you know most of what you need to know about him, and his character. If you're still annoyed, well, save your complaints until we get to Max Damage, ok? Cause they'll be even more relevant then. On with the sheet:

Oh, wait, one more thing. I abbreviate things on the sheet to make it slightly less confusing to the new player. If you want calculate a basic lift for encumbrance and such, go ahead but I'll ignore it.

ST: 11 HP 12
DX: 12 WP 10
IQ: 10 PE 10
HT: 11 FP 11

Basic move: 5, dodge 9

Advantages:
Combat Reflexes
Patron (Irish Underground)
Danger Sense
Fearless (1)

Disadvantages:
Paranoia
Chummy
Duty (Irish Underground)
Greed
Compulsive Spending

Quirks:
Hates Englishmen
Dirks Irish Beer, Whiskey. Will drink other things, but will complain about them not being irish.
Uses Colorful Profanity
Tells great stories, carefully scoured of identifying details
Always believes the fight is going well.

Skills:
Streetwise 14
Fasttalk 12
Brawling 15
Lockpick 10
Stealth 10
Pistol 15
Rapier 14
Intimidate 9
Gambling 11
Move Silently 9

So yeah, one big amalgamation of Irish jokes, right? I'd apologize if I felt there was anything to apologize for. Be thankful that I didn't give him "homemade explosives" as a skill. Still, I expect he's a lot of fun to play; he certainly looked like it when my brother Sam took him for a test run over the holidays. Greed means he's willing and eager to take any mission for money, compulsive spending and chummy mean that he'd rather buy a round for the bar than hoard the money. And paranoia means he's never too trusting of his new drinking buddies. Oh, and he hates the English. Of course he does.

So let's ask Private Mulvaney what he thinks:

"Now there are Oirish an' Oirish. The good are as good as the best, but the bad are wurrst than the wurrst. 'Tis this way. They clog together in pieces as fast as thieves, an' no wan knows fwhat they will do till wan turns informer an' the gang is bruk. But ut begisn again a day later, meetin' in holes an' corners an' swearin' bloody oaths an' shtickin' a man in the back an' runnin' away, an' thin waitin' for the blood-money on the reward papers-- to see if it's worth enough. Those are the Black Oirish, an' 'tis they that bring dishgrace upon the name av Oireland, an' thim I wud kill--as I nearly killed wan wanst."

(From Soldiers Three, by Ruyard Kipling)

Monday, December 13, 2010

Your Standard Ponza Scheme

For all of you readers who are going to be dissapointed, no, this isn't a discussion of Multi-level marketing strategies (although...), this is going to be a discussion of my experiences with a Magic deck this past Friday, which happened to be in the Ponza archetype, in the Standard Format.

"Ponza" is a Red Deck Wins or Sligh deck hybridized with a land destruction deck. The intention is to keep your opponent off their land and therefor their game plan long enough to kill them with your red deck. It trades speed in the form of cheaper spells for disruption. Here's the list that I played:

4 Lightning Bolt
4 Flame Slash
4 Arc Trail
4 Pyroclasm
4 Melt Terrain
4 Demolish
4 Roiling Terrain
3 Koth of the Hammertime
3 Molten Phoenix
2 Wurmcoil Engine
22 Mountain
2 Valakut, the Molten Pinnacle

No sideboard. I attempted to put one together between round one and two out of the commons box; some sort of dream of a transformational sideboard into a more standard Red Deck Wins. Didn't play with it.

Actually, the deck didn't have the full number of Phoenix; it was running two Auriok Replicas as proxies. Throughout the tournament I ran them as gray ogres rather than the phoenixen they're supposed to represent. And it wasn't my deck. My deck was sitting on my kitchen table an hour away. This was a rough draft deck kindly lent to me by the store owner. So here's how I did with it.

Round one: Elves
Ready... Fight!

I win the die roll. I play a mountain, pass. He plays a forest, into Llanowar Elves. I think for a moment and bolt the elves. At this point I assume he's playing a ramp deck, in which case I want to be able to slow his ramp down while I still have a chance. He plays turn two Fauna Shaman. I can't deal with Fauna Shaman despite the answers in my deck. He puts a couple vengevine in his graveyard, I melt a couple lands and he swarms me.

Game two he gets down a turn zero Leyline of Vitality, which doesn't help me at all. I mean, the half dozen life points didn't trump my game plan, but it certainly didn't help me possibly kill him while I was keeping him low on mana. Inasmuch as I can against an elf deck anyway. He gets out a Nissa Revane, I have trouble killing Nissa's Chosen at 4 toughness, and I move on to round two.

Round Two: Metalcraft Goblins
Ready... Fight!

Game one he gets Quest for the Goblin Lord, Quest for the Goblin lord, Memnite into Kuthoda rebirth. Three counters on the quests, and I burn out his goblins. He has more goblins and suddenly I'm facing an army that's all +4+0, which I can't handle. Game two he only gets down one quest, but it plays out much the same.

These games were over quickly, so we played roughly eight more waiting for the round to end. I won two. The game really revolves around managing the swarm of goblins. If he got down an early quest, he had a lot of inevitability. If I held my pyroclasms in reserve, getting as much card advantage out of them as possible I could get a Koth down and kill him with it. This didn't happen as often as I would like. Moving on to round 3

Round 3: Elves
Ready... Fight!

I did better in this round; more experience with the deck meant I was using my pyroclasms and arc trails more effectively, and his deck wasn't expensive enough to include the Vengevines. I took down one game; he got me down to 5, but I got out a Wurmcoil Engine, which got me up to about 27 before I finished him off.

Game three was fun. I was getting beaten down; he got out Nissa Revane, I bolt it right away. He gets out another one, and I can't kill it. So I'm sort of screwed. With no board presence, at six life facing down a lethal amount of creatures I start to scoop and he says "I'm not going to kill you just yet", so I carefully separate out my hand, graveyard and land, and keep playing. He gets Nissa up to seven counters, uses the ultimate. He then proceeds to attack me with his army. He's got 21 elves, four Elvish Archdruids tapping, and channelling the mana through an Ezuri, Renegade Leader, who can overrun with every five mana. After quite a bit of arithmetic, he hit me for 960 damage.

Yeah, it was pretty awesome. Even though, if you're counting, I'm 0-3 in matches and 1-6 in games.

Round Four: White Metalcraft
Ready... Fight!

In game one he gets down some quick creatures and I start to melt his lands. I deal with most of them, but one of his memnites gets in for nine damage, before I finally hit it with a pyroclasm. I get down one of my finishers, and win from there.

Game two goes much the same, except he gets a late game Kor Firewalker which I'm unable to deal with. He wins off of his two damage.

Game three he gets down a turn two and a turn three Kor Firewalker. I trade a Auriok Replica with one of them while the other goes to town on my lifetotal and buffers his. I get another Replica when I'm on seven life and he stops attacking. He's trying to build up lands and I'm trying to melt them. I get my singleton actual phoenix into play and start hitting back with that. Also, Valakut goes active and I start tossing mountain bolts around. A testament to my play skill, I forget that Valakut is actually a colorless source of damage and could have killed his firewalker.

He gets out two Tempered Steel, I'm slowly whittling him down from about 30, He's desperately trying to find land. He finally gets his fifth, a plains, slams it down and activates his Dread Statuary. He swings it in as an eight six, and I'm on the point of conceding before I realize I can chump with my replica. I get him on the next turn.

Whoo! I finally took a match.

Partly I won that round because he mis sideboarded; he brought in four celestial purge despite the fact that my deck had exactly four targets for them (3 Koth, 1 Phoenix.) And he didn't think to sideboard out his Wurmcoil Engines and Eldrazi Monuments despite his difficulties at hitting five and six mana. Another lesson at not sticking to a mechanical sideboarding plan.

So how did the deck play? Poorly. In a large part this was due to the matchups; elf decks are bad news for any land destruction plan, and goblins aren't much better. Even the white metalcraft deck would have had a pretty good matchup if he had sideboarded better. The deck doesn't have many things that'll bring it back from behind; a pyroclasm, a timely Phoenix death or a Wurmcoil engine. Koth is a great win condition, but there were times when I used him as a fog effect, the best I could get out of him.

Oh yeah, and then there's the mana curve. Didja notice it? Let me spell it out for you:

1: 8
2: 8
3: 0
4: 15
5: 3
6: 2

Could use more threes, less fours. Stone Rain, where are you?

In general, there are a lot of decks that can get a decent part of their plan off in turns one through three, and the land destruction doesn't start until four. To a decent extent you can counter this by just burning out their early creatures, but then you're running up against the cards in hand limit. Your classic ramp deck needs some ramp stuff and some stuff to ramp into, if you get too much of either you lose because you don't have the other. The system here is analogous; you get too much melt terrain or too much flame slash you'll lose, because you won't be able to stop their game plan with just one or the other.

Oh yeah, about Flame slash. You notice something about the burn? Flame Slash and Pryoclasm, while being excellent cards for what they do, don't go to the face. Eight of the land destruction spells also deal incidental damage to the player, but it doesn't add up to much. Imagine you hit them with two melt terrain and two Roiling terrain. You get them down to nine, which isn't really within range bolt and arc trail as your burn. It isn't necessarily a bad thing, but it sets you up in the role of pure control rather than an aggro-control damage + disruption scheme like your classic Ponza deck. You're also pushed that way since you've got very few creatures that respond to traditional removal spells, sticking more cards in their hand. Again, being a control deck isn't necessarily a bad thing, but it sets you in a bad metagame position with respect to aggro decks, like elves or goblins.

So how would I fix it? With lots and lots of rambling, apparently.

Well, let's take a look at that mana curve. We need stuff in the three slot, or at least to bypass it. The first card that comes to my mind is Staggershock. It helps you fight off elf and goblin swarms, can be directed at the face if necessary, and fits nicely in at three mana. There aren't any land destruction spells at that cost, so our options are mostly to shore up the burn.

If we're looking to ramp, we've got a couple possibilities. Everflowing Chalice usually kicked at 1, Iron Myr or even Spawning breath, which would be a great card if the number of 1/1s I saw is consistent with the metagame. Iron Myr would make pyroclasm a much worse card; Spawning breath much less; you can either sac the spawn token or use it to chump block with very few regrets.

You could also ramp with Pilgrim's eye, which isn't a dead draw if you're running Valakut, or alternately scrap the valakut plan and run some Tectonic Edge as backup land destruction.

And while I'm talking land destruction, what land destruction spells to run? Out of the options given, Demolish seems the weakest since it doesn't deal any damage, but on the other hand sometimes you really need to hit an artifact, especially considering Mirrodin is back. At one point the White Metalcraft deck pulled a Sword of Body and Mind on me. I felt lucky to be able to demolish it. Goblin Ruinblaster is probably better than any of the listed options, assuming you've got some, which wasn't the case with this deck.

Talking about the ramp targets, well, I was underwhelmed by the Phoenix. It doesn't get me back from behind, seeing as I don't have a real good way to wipe the board with it, short of taking an alpha strike to the face. The Wurmcoil engine, on the other hand, provides a significant board presence, and I wouldn't mind keeping it in if it was easier to cast. It's hard to get to six mana if the only way you're doing it is drawing blind. Ramping is fine, drawing cards enough to get the mana is fine, but just waiting for your deck to produce means you're waiting a long time.

Hmm... Crystal Ball? I'm inclined to say no. If you hit it on turn three you don't get to use it on turn four because you'd rather be blowing up someone's land. And then it never actually draws you cards, it just filters them. I've never been a fan of the card that others have, so maybe I'm biased.

So let's get down to the metaphorical brass tacks. How would I rebuild the deck? Well, let's say I'm sticking with mono red. I can either move more to the traditional Ponza route or the control route. If I go Ponza I want to take out the higher mana cost things and put in more ways to damage the opponent:

4 Goblin Guide
4 Lightning Bolt
4 Arc Trail
4 Ember Hauler
4 Staggershock
1 Cunning Sparkmage
4 Goblin Ruinblaster
4 Melt Terrain
4 Roiling Terrain
3 Koth of the Hammertime
2 Valakut, the Molten Pinnacle
22 Mountain

Hmm... Maybe putting Goblin Guide in a deck with 12 land destruction spells is a bit greedy. On the other hand, I do love goblin guide. Ember hauler works as a 2/2 for 2 that also can occasionally add a little damage to the face or take care of a problem creature. Cunning Sparkmage likewise, in the three drop slot. Maybe some Lust for War would be good there too.

Now if I were to make it more of a control deck...

4 Flame Slash
4 Lightning Bolt
4 Everflowing Chalice
4 Iron Myr
4 Pilgrim's Eye
4 Staggershock
3 Koth of the Hammer
4 Demolish
4 Chain Reaction
1 Comet Storm
2 Valakut
22 Mountain

This one preserves the creatureless deck advantage, to an extend. Oh noes! He doom bladed my pilgrim's eye. You've still got the excellent creature kill, but now you can ramp more easily into your more awesome stuff. I especially like Iron Myr into Chain Reaction; it lets you make sure the kill all creatures effect is larger, so you're not wasting your card investment. The one of comet storm also gives you an out for killing everything or using it to toss at people's faces. Pilgrim's eye makes sure you're drawing your land cards for your Valakut kill while also providing a chump blocker. This deck uses demolish as an answer to problem cards rather than as a strategy.

I'm not saying either deck would be perfect, but they'd make a decent second draft. That's what I'd put in and why.

Saturday, December 4, 2010

Legacy Goblins Tournament Report

Today Fountain of Youth games gave away a Timetwister and a Badlands in a legacy tournament. This is the tournament for which I've been preparing my goblins. Here's the final decklist:

Creatures:
4 Goblin Guide
3 Tattermunge Maniac
4 Mogg War Marshal
3 Stingscourger
4 Warren Instigator
4 Goblin Chieftan
2 Siege-Gang Commander
Spells:
4 Lightning Bolt
4 Goblin Grenade
4 Goblin Incinerator
2 Warren Weirding
Lands:
4 Wasteland
4 Auntie's Hovel
2 Wooded Foothills
2 Blood Crypt
2 Teetering Peaks
2 Smoldering Spires
1 Bojuka Bog
5 Mountain
Sideboard:
2 Leyline of the Void
2 Relic of Progenitus
4 Cabal Therapy
2 Umezawa's Jitte
4 Earwig Squad
1 Fodder Launch

Ok, so the Incinerators are creatures and not kill spells, but it's very rare that they act like actual creatures.

If you're looking at that list closely, you'll notice some odd numbers. 2 teetering peaks, 2 smoldering spires, 1 bojuka bog? I never got any actual playtesting games in. When I went into the store the wednesday previous I found out it was actually D&D night (which is also cool), and FNM was much more about EDH games. What I ended up running was actually my playtest list. Partly because I didn't know what was worth cutting and partly because I thought the tournament was starting an hour later than it did so I only got to sign up at the last minute. But anyway, let's get on with the tournament.

Round one: Cheyenna with Squirrel Nest combo

In the first game I get a goblin guide to her wind zendikon. She makes a couple squirrel tokens, forgets a number of guide triggers, and generally gets run over by goblins. In a last ditch effort she drops an intruder alarm to hopefully keep me tapped down, but my deck is providing me with plenty of goblins. Game two goes much the same. No sideboarding, I figured I was at enough of an advantage already.

I feel sort of bad about this match, because plainly she's here with a boyfriend, not really that great at the game (Goblin Guide is much worse when it's faced with brainstorm, unless you horribly misplay brainstorm. Which she did.) and just looking to have fun. Not bad enough to intentionally drop a game or anything, but I do try to make things pleasent for her. Reminding her of guide triggers and so forth.

1-0

Round two: Katie with Affinity
Katie, on the other hand, makes a fearsome opponent. She wins the die roll, lays a first turn Great Furnace, memnite and mox opal, into frogmite and springleaf drum, if I remember correctly. Yeah, Scars of Mirroden printed some stuff that powers up Affinity; who would have thought? I start with a goblin guide to stay in the race, and finish off her creatures. She doesn't have enough gas to say in the race, and I win the first game.

I sideboard in two Umezawa's Jitte for two Siege-gang commanders. I figure Jitte will take over the game only it won't have to wait for five mana to do it. I want to keep in all my removal, since affinity very definetly works with a critical mass of artifact creatures. This was never relevant in the match.

The second game goes similarly, except she's got double myr enforcer. I'm handling it just fine, getting damage in, using smoldering spires to make sure I can still race past. I go for an alpha strike, knowing she doesn't have enough creatures to kill me off and that I'll be able to finish her next turn. The goblin guide flip reveals Shrapnel blast. I go to -1.

Game three ends after she gets Engineered plague on turn three and Engineered plague on turn four. I suggested she name elves, but despite a mutual disdain for them she persisted in locking me out of the game.

1-1

Looking around after the game, I see Enchantress playing Doomsday combo. Enchantress is sitting behind two sterling groves and an enchantress's presence and doomsday combo is resolving it's namesake card. I flit back and forth between this game and Aluren combo facing Merfolk across the way. Doomsday makes his stack. Enchantress spends a turn cantripping wild growths. Doomsday combo plays out Shelldock Isle, looks through the remaining four cards of it's stack and puts Emrakul underneath it. Enchantress sacs a sterling grove to get Runed Halo, naming Emrakul. Ermakul comes out, Aeons are torn, an extra turn is taken, and the swing comes in. Enchantress sacs six permanents, but doesn't take any damage. Doomsday can't make enchantress sac runed halo before running out of cards in library, and concedes. Doomsday indeed.

Across the way Merfolk succumbs to cavern harpy bouncing Parasitic Strix. That card did real good things for the Aluren deck.

Round three: Jonathan with Lightning Rift

Jonathan is going for the mad control route, with all sorts of fun things like humilty and engineered explosives and eventually cycling lands into burning out whatever goblins I get. Unfortunately, my goblins are fast enough to keep him off that eventuality. Again, I get goblin guides on turn one both games (my deck loves me almost as much as I love it.) While he had answers, they didn't come down quick enough, and weren't enough to fight past my burn. I finish him with Goblin Grenade and say "Goblin Grenade! Nobody even remembers that card exists!", at which point the store owner walks by and says "Goblin Grenade? I love that card!"

I sideboarded in the cabal therapies, figuring that I might be able to stop a moat or a humility if I see it early with a Goblin Guide flip. I do get the option to use therapy out the second game, and I have a useful target, but for the life of me I can't remember the target's name. I could describe it, but the last time I wasn't precisely accurate in naming the card there was a judge call and an appeal to the head judge and a whole mess and so forth. So I took the other line of play, which still won me the game. Not the best reason, I really need to practice my therapy.

2-1

I look over and get to see Katie's Affinity sacrifice seven permanents with double Disciple of the Vault in play, finishing off her opponent. Half an hour for lunch. You know what else is good about Fountain of Youth? Convenient access to cheap tacos. Taco Johns it is!

Round four: Other Jonathan with Eva Green.

Eva Green is a green black deck with lots of discard, land destruction and tarmogoyfs and such. Game one he wins the die roll and makes a decent hand into a pretty bad one by getting both my turn two plays with a Hymn to Tourach. We spend some time trading resources back and forth, with me trying to bolt his Hypnotic Specters before they get my last cards in hand and him sinkholing me and so forth. He eventually drops a Tombstalker, I fail to draw any of my outs, and we go on into game two. Game two I keep a sketchy hand which he turns into a nigh unplayable one when his turn one thoughtseize takes my mogg war marshal. I end the game with three goblin grenades in hand, never getting enough board presence to use them.

2-2

After round four I wander towards the back of the store where I find Cheyenna matched up with her boyfriend. Apparently they misunderstood the time allotted for lunch, arriving back about six or seven minutes late. Oh, and they had a couple shots under their belt,which didn't make for tight play. They weren't going to make the finals, but on the other hand they were having a great time.

In the back I spotted a new section of the commons box. Very exciting. You see, they sell the commons for a penny apiece, whcih means that a lot of marginal cards are still worth that coin. And they aren't terribly discriminate about which cards go into it, so you can frequently find good uncommons and jank rares in there. Over the past month or so I think I've spent about $7.00 on penny cards. And I've pulled some decent stuff; A Zuran Orb, two Engineered Plagues, A double playset of Kird Ape, a set of Fyndhorn Elves, A couple Goblin Matrons, and stacks and stacks of decent, interesting, and maybe playable cards. On Wednesday, when everybody else was playing D&D (and not being associated with either of the groups myself), I dug through the penny box, sorting through roughly eight thousand commons, dumping it all back in and making sure it was well mixed.

Sarge, who owns the store, has a philosophy about his penny commons. He'll keep the box, but if you're going to look through it you're going to have to work for it. So he doesn't let anyone sort his box for him. I wanted to get through this new box before he digs it deep into the other one, just to spite me. (He says "I would, too."). The first card I pull out is an Ascendant Evnicar. The second one I pull is a Lin Sivvi. I say "Are you sure this is a penny box?", and point out that these cards are very playable in casual decks. After he checks the price online (about a buck fifty each) he says he'll have to take them out, and he'll sell them to me for .50 each since I found them in the penny box. I accept; they're worth it. I get another .82 cents worth of cards out of that box, finishing it before round 5 starts.

Round 5: ??? with Eva Green

This guy, whos name I can't remember, came from Michigan. Apparently they had no plans for the weekend and a friend in town, so they drove down from the UP for the event. Game one I steamroll him with goblins, he doesn't get much of a chance to do anything. I figure I'm out of contention anyways, so I sideboard in everything that might be useful; two Relics, four Cabal Therapy and that one Fodder Launch.

Game two he kills me with a Tarmogoyf and a Putrid leech that I'm unable to deal with. I spend some time holding up the bolt and trying to force him to pump so I can kill it in response, but I don't manage it. In this game he forced me to discard a cabal therapy. I play a mogg war marshal and flash it back, not knowing what is in his hand. I'm not sure what to guess, so I eventually guess tarmogoyf, even though he would have cast it that turn if he had it. I was considering naming Tombstalker, even though I hadn't yet seen it in his deck. I figured he might have it, and it'd be a problem for me if he did. But no, I play like an idiot, and I get to see the tombstalker in his hand. And the double Sinkhole. Did I mention how I didn't have the mana to play much this game?

Game three is a knock down, drag out affair. We trade resources until neither of us has anything, and I'm leading on board advantage with a relic of progenitus in play. I play a goblin guide, he smothers it. He topdecks a Hypnotic Specter and I topdeck a bolt for it. We both land flood, and I'm removing his graveyard one card at a time, which has little more effect than annoying him. Eventually, I topdeck a goblin and he doesn't have an answer, and I take him down. It didn't take that long; all his free smothers and fetch lands and such had him down to eight life.

3-2

At this point there was a cut to the finals, with Goblins, Goblins, Katie with Affinity, and I believe another green black deck getting in. Katie and her boyfriend (playing goblins) split in the finals, for a badlands and a timetwister between them.

You know what I love about legacy? How you can't at all properly predict the metagame. Remember that neat chart I stole from Starcitygames? Yeah; I didn't face a single deck on it all day. There was a large presence of goblins, and a large presence of green black, which means that my metagame call of more aggressive goblins didn't play out that well. Also a lot of combo, but largely creature based combo so less threatening. The guy playing Ad Nauseum went 0-2 drop. I think, for the next tournament in January, I should bring some other deck, better positioned against the actual metagame and not a supposed metagame.

As for the deck itself, well, it needs more goblins. Most decks do. And possibly some Ninja. No; I think more goblins will do it. Specifically, I think I should kick Warren Weirding to the board. While it's good to have options against Natural Order Progenitus, I think i'd do better leaving it in the side (in place of Fodder launch and... I don't know.) This sort of deck really runs off of a critical mass of goblins; I'm not sure what I want to put in it's place but two more goblins might make the difference between running out of gas and having enough carriers for Goblin Grenades.

As for mana, I could use another black source or two; I need more support for early Cabal Therapy after boarding. The singleton Bojuka bog never kicked me in the teeth, but on the other hand I never got a surprise win out of it either. The taplands didn't give me much trouble, but I still don't know if they're justified. I'm thinking of cutting out wasteland too, actually. On the one hand, you can steal wins with it. On the other hand, I don't have the ports, Aether vials or lackeys to back it up, so those wins aren't that common. I'm already being greedy on land only running 22, and legacy tends to have a lot of wastelands and sinkholes to punish low lands. Still, I never ran up against a Maze of Ith or a Tabernacle at Pendrell Vale.

All in all, it was all kinds of fun, and I'd do it again tomorrow if they were holding it. I'm definetly excited for the next one.

Tuesday, November 30, 2010

Further Talk on Goblins

As I write this, it's Tuesday, November 30th. The tournament begins Saturday, Dec 4th. I've got to nail down a decklist.

Last time we wrote, I figured I'd end up playing Goblins, because 1) they're reasonably well positioned in the metagame and 2) I always play Goblins anyway. Let's take a look at a current Legacy Goblins list:

4Wasteland 20 of 20 (100.00)%4.00008.8000
8Mountain 19 of 20 (95.00)%7.94749.0526
4Rishadan Port 13 of 20 (65.00)%3.53858.6154
3Badlands 13 of 20 (65.00)%2.92319.2308
3Bloodstained Mire 13 of 20 (65.00)%2.92319.4615
Spells
4Goblin Lackey 20 of 20 (100.00)%4.00008.8000
2Siege-Gang Commander 20 of 20 (100.00)%1.95008.8000
4Aether Vial 20 of 20 (100.00)%4.00008.8000
4Goblin Ringleader 20 of 20 (100.00)%4.00008.8000
4Goblin Warchief 20 of 20 (100.00)%3.95008.8000
4Goblin Piledriver 20 of 20 (100.00)%3.95008.8000
4Goblin Matron 20 of 20 (100.00)%3.90008.8000
4Gempalm Incinerator 19 of 20 (95.00)%3.63168.8947
2Stingscourger 16 of 20 (80.00)%1.56258.6250
2Goblin Chieftain 15 of 20 (75.00)%2.33339.5333
3Warren Weirding 12 of 20 (60.00)%2.58339.4167
1Mogg War Marshal 10 of 20 (50.00)%3.20008.9000
Sideboard
4Pyrokinesis 14 of 20 (70.00)%3.07149.0000
3Relic of Progenitus 8 of 20 (40.00)%2.750010.5000
3Perish 8 of 20 (40.00)%2.500010.3750
3Blood Moon 7 of 20 (35.00)%3.00009.4286
2Tormod's Crypt

It's a fairly standard list, looking at the goblins. Unfortunately, I don't have access to all the legacy goblins that I would like, so my options are a bit narrower:

-4 Goblin Lackey
-4 Goblin Piledriver
-4 Aether Vial

(Not looking at manabase or sideboard right now.)

This, as they say, constitutes a problem. Without the lackeys and the vials the deck becomes much less tenable, as you can't drop the occasional free siege gang commander. While I certainly wouldn't be adverse to picking up a few extra goblins my budget would be. I'm going to look into lackeys though.

Without the free goblins a lot of your plays become much less powerful. Dropping a Matron on turn three gets you an extra goblin, sure, but to your hand. Meanwhile you're just spent your entire turn for a 1/1. If you drop a ringleader next turn you could fill your hand, but what hope do you have of getting those goblins to play in time to actually hurt someone with them?

My chances of winning with that sort of deck get better if I can substitute in some Warren Instigators, which aren't as good as Lackey by a darn site, but there's a lot of room to be not as good as Lackey and still be pretty good. It might be worthwhile to set up one of these decks to work with both lackey and instigator. A quick rundown of relevant goblins:

4 Goblin Lackey
4 Warren Instigator
4 Gempalm Incinerator
4 Goblin Warchief
2 Goblin Chieftan
4 Goblin Matron
4 Goblin Ringleader
2 Siege-Gang Commander
3 Stingscourger
3 Warren Weirding
4 Mogg War Marshal
(22 lands)

I'm adding in some more war marshals and an extra stingscourger for the piledrivers. If you can get a lackey or a instigator down on turn one or two and connect you're golden. Which is an if or two too many. Let's say you get it down on turn two. How are you going to swing past that tarmogoyf? Unless you've got a turn three warren weirding and he's got nothing else you'll be waiting while you scramble for enough goblins in play to take it out with an incinerator. At which point you really have to be asking, "what's the point of that instigator?"

Goblin Lackey is better than Aether Vial (in this deck) precisely because it starts it's action on turn two. You can often steal games merely by them not having an immediate Force of Will or Swords to Plowshares to answer it. Giving them until turn three to come up with an answer gives them entirely too much time and too many options. Not that Instigator is entirely a loss; it's still an "answer this or lose" card, it's just that you don't gain anything against a common category of answers; (Tarmogoyfs).

The alternative is to focus less on the midrange and more on the beatdown. Naturally, that'd work a lot better if I had the piledrivers, but I could make do. This side of the strategy is aided by the recent printing of some powerful goblins (the chieftans, and of course Goblin Guide) Goblin Guide in particular is much better in a burn or aggro type of deck as he tends to work against you if the game goes long. Another Sample List:

4 Goblin Guide
4 Goblin Lackey
4 Warren Instigator
4 Gempalm Incinerator
4 Goblin Bushwhacker
4 Stingscourger
4 Mogg War Marshal
4 Goblin Chieftan
4 Lightning Bolt
4 Goblin Grenade
(20 lands)

Still with the Lackeys and Instigators. Again, I'm assuming I can get my hands on some Lackeys. Instigator, while being less of an autokill if it connects, is still an decent offensive creature, thanks to double strike. Turn two instigator into turn three bushwhacker with kicker means swinging in for six assuming nothing else has happened this game. And even if a lackey trigger isn't as much of a mana advantage as it is in a deck with Siege-Gang Commanders in it, it can still be a crushing advantage. And when they use a first turn Force of Will on it they don't necessarily know that all you're gonna be able to drop with it is a Mogg War Marshal

On the other hand, instigator works uniquely well with Goblin Matron, allowing you to search something up with first strike damage, then drop it into play with normal damage. That turn two instigator might make for a turn three siege gang commander, with mana up to fling a goblin or cycle an incinerator or... or... Ok, putting away that line of thought. There's no way I could fit everything I wanted to in a 60 card deck, and it still has all the vulnerabilities that I previously mentioned.

Moving on, let's take a quick look at the manabase:

4 Wasteland
8 Mountains
4 Rishidan Port
3 Bloodstained Mire
3 Badlands

I don't have the fetches or the duals; I can manage two onslaught fetches and two ravnica duals.

2 Blood Crypt
2 Wooded Foothills.

That leaves me with much less ability to play any Warren Weirdings that make it into the maindeck, or black sideboard cards, or other things. (Cabal Therapy?) Luckily, I've got a playset of Auntie's Hovel I can substitute in. Also, I can manage the wastelands, but not the Rishidan ports, which is just as well, as I'll be needing more of my mana for casting things if I can't lay hands on lackeys. Revised Mana base:

4 Wasteland
4 Auntie's Hovel
2 Blood Crypt
2 Wooded Foothills
8 Mountains

Note that I also cut it down to 20 cards; the aggro list has 40 nonlands. i'm not very happy cutting down to this level, but with a max casting cost of 3 it might be viable. On the other hand, 20 with 4 wastelands.

Possible other lands:
Ghost Quarter. Depending on how heavily the metagame favors nonbasics it might act like strip mine. Would be a lot better if I went full on Rishidan Ports and Aether Vials. Not gonna happen.
Teetering Peaks: A tap land that also gives me two free damage. Good with Instigator, and getting someone from ten to eight life if so critical. On the other hand... tapland
Smoldering Spires. Really good if someone's relying on a Tarmogoyf to hold off attacks. Also a tapland.
Bojuka Bog: Also a tap land, in the wrong color even. On the other hand, a lot of cards and decks are screwed over by graveyard hate (Tarmogoyf, Life from the Loam, dredge, reanimator). I do like the idea of randomly winning games.

Which brings me naturally to a quick look at the sideboard. There are a couple things I'm looking to reposition myself against:

Bigger creatures
Combo Decks
Graveyards
Counterbalance/top

Essentially, I'm running a red deck wins, so really I only need to get them down to about eight life before the board state becomes much less relevant; a bolt plus a grenade, a hasty creature or two, a couple bolts, forget card advantage as long as I can get those last couple points in. The trouble is if they get a turn two tarmogoyf and sit behind him. I have to set up a massive alpha strike while they smile and slowly take the game away from me. Bolt, incinerator, don't solve goyf that much. Potential other solutions: Warren Weirding, Fodder Launch, temporary solutions such as Stingscourger and Smoldering Spires.

Combo Decks: These work out to storm decks and graveyard decks, for the most part. Storm decks (Ad Nauseum Tendrils, Goblin Charbelcher) don't interact very much with the board, which is where I'm hoping to dominate. Additionally they're very hard to race, as in impossible if I don't get a perfect draw and they don't get an abysmal one. I've got two options; to disrupt their hand with discard effects (Cabal Therapy, Duress, Thoughtseize) or their deck with Cranial Extraction Effects (Earwig Squad, Extirpate if I had any). Still not the greatest matchup

Graveyard decks; largely dredge, but also anything running life from the Loam, or other graveyard based threats. Aside from the Bog already mentioned, there are all sorts of graveyard hate cards being printed in increasing power levels over the recent years, some I can get my hands on (Relic of Progenitus), some I can't (Tormod's Crypt.)

And finally, Counterbalance/top. if I'm running a deck full of one drops, then I've got a hard time beating out someone with the combo. There are two ways of beating it though; either run some good disenchant effects (Krosan Grip, Indrik Stomphowler), or run odd casting cost cards (Earwig Squad, Fodder Launch). Since the disenchant effects don't actually advance my goals (dealing damage), and require a more difficult mana base, I'm leaning towards the other ones.

Bang out a quick sideboard:

4 Earwig Squad
2 Relic of Progenitus
2 Bojuka Bog
4 Cabal Therapy
3 Fodder Launch

Final Thoughts: If I shoehorn the bogs into the maindeck, I'll have another pair of sideboard slots to deal with. Also, I sort of need to get some Warren Weirdings in my deck somewhere.

The next step is to build the deck and test it out against someone. Anyone up for a game?

Tuesday, November 23, 2010

Preparing a Legacy Deck

On December 4th, Fountain of Youth, the local magic store in Eau Claire Wisconsin, is going to be holding a legacy tournament with a Timetwister as first prize. Possibly a mox if they get enough players. I intend to be one of those players, but I haven't looked at legacy in a long time. So here I go about refreshing my knowledge of the format and preparing for the tournament.

Today's Date: Tuesday, November 23. 11 days until the tournament.

I'm not going to have to start from scratch; I know a little bit about the format as it existed months ago. Legacy lets you play with all the cards ever printed, with some exceptions. (Those exceptions include the Power Nine and, oddly enough, Timetwister.) There were, last time I checked, many, many viable decks in Legacy. Which by and large means that, if I can assemble one of them I'll probably have a shot at it. I've already got most of a goblins list, with some major exceptions. But let's see if the metagame still runs that way. Starcitygames is kind enough to provide some numbers:

Merfolk: 13%
CounterTop: 8%
Zoo: 8%
U/G Survival: 7%
Goblins 7%
Reanimator 5%
Ad Nauseum Tendrils 4%
Dredge 3%
Lands 3%
Aggro Loam 3%

That's the top ten. Apparently they don't have nearly the amount of statistics I want. On the other hand, It appears it's top 16 data for the current year, which means about 9 or 10 events compressed, I doubt I'm going to find much better without assembling the data myself. (Hmm.... nah.) 13% of the field consists of 39 Merfolk decks, for about 300 decks listed en toto. At the other end, Aggro loam put up only eight decks. Looking at what we have, let's see if we can't pick out trends. By archetype (from Adrian Sullivan's The Strategic Moment), we can list them according to what they do.

Merfolk: 13% Aggro Control
CounterTop: 8% Aggro Control
Zoo: 8% Aggro
U/G Survival: 7% Aggro Control
Goblins 7% Midrange Beatdown
Reanimator 5% Combo (graveyard to combat)
Ad Nauseum Tendrils 4% Combo (the stack)
Dredge 3% Combo (graveyard to combat)
Lands 3% Combo (err... lands)
Aggro Loam 3% Midrange Control

Well, that doesn't help simplify things at all. We can see a lot of aggro control and a lot of combo. Not much true control, probably pushed out by all that aggro control. Which remains popular because counterspells are still a good way to deal with combo. The vintage dredge deck is resilient against counterspells, but that's because it runs Bazaar of Baghdad as it's discard outlet, which is a land, and banned in legacy. Zoo exists to prey on Merfolk and other aggro control decks, but it's traditionally soft to combo.

So there's our metagame. A bunch of decks trying to kill you quickly while stopping you from killing them quickly. Oh wait, that's every metagame, ever. More specific. We've got decks that try to win by tossing creatures at you while disrupting your game on the stack, and decks that try to win by tossing combos at you while disrupting your game on the stack. Therefore, what we're looking for is a deck that's resilient to counterspells and able to deal with creatures while still having a fighting chance against combos. Or able to deal with combos and maybe creatures.

Or, as I like to call it: "Screw it, I'll just play goblins."

Goblins lands on the midrange aggro scale of the metagame, which means it should do decently against the aggro control decks and the aggro decks. While legacy has it's share of midrange control and pure control decks, they're not as common. And goblins has decent resiliency against counterspells. A first turn Goblin Lackey makes your opponent use his Force of Will on it, meaning that he'll have one less spell for your other goblins. Or if he lets it through, well, you might never have to cast another goblin that game. It's also a deck that I'm familiar with and comfortable playing, and I already own most of the pieces.

Next time we'll talk about an actual goblins list, what I don't have and what I think I'll add.