Monday, May 31, 2021

Season Results (May)

As I mentioned before, Magic Arena calls each month a season. This post captures my May performance.

Pulling stats from untapped.gg and capturing in a spreadsheet across different events:

Observations:
  • I still really like my mill deck. I need to diversify.
  • I played for 9 hours in May, better (meaning less time than) average.
  • This will be my last 'normal' month for some time, as we have big changes coming in June.
Fun times.

Friday, May 28, 2021

State of the Game


This post considers the past few sets and state of the game from my perspective. First up, recent set reviews (going back one year):

When I heard this full name (Ikoria: Lair of Behemoths), I got excited- I love those big creatures. But this set underwhelmed me. Companions were immediately shown to be broken, and required a fast rule change to avoid 'canceling' the cards entirely. The mutate mechanic annoyed me and seemed more fit for digital (how can you keep track of abilities in paper cards if you've stacked five of them?). As with any set, there are a few fun cards in here, but on the whole, I'm glad I didn't collect this one.

A return to the Zendikar plane was more fun than I expected. I didn't collect this one either, per se (I bought some singles of interest), but the landfall and kicker mechanics are fun, and the party concept foreshadows what I expect to see in the forthcoming D&D-themed set.

Very much looked forward to this one, and I invested heavily in this Nordic-themed set. The boast and foretell mechanics are pretty good, but I really liked the theme here more- especially the focus on dwarves, angels, and elves.

Magic does their take on Harry Potter . . . and I'm not a fan. Mostly. I can't put my finger on why- perhaps it feels too 'kiddish' in theme. But on the other hand, it's too complex in card abilities- lots of text, and I haven't been able to figure this set out (in part because I don't care enough to invest in learning). But I do like the lesson cards- and the colorless sorceries are most welcome (I like the idea of cards that could go in any deck).

State of the Game
My main concerns are how complex Magic is getting to collect. They used to release booster packs and starter decks for a given set; that was it. You could find any card in the booster packs outside of a few cards unique to the starter decks. There was not variant art or card frame, etc. Easy. But that's all changing, and (in my mind) not for the better:
  • As previously posted, the card variants are increasing. I don't feel compelled to collect these alternate presentations, but they make the game more confusing for beginners.
  • There are now four types of booster packs. Yes, four. Draft booster (which is the traditional type), set booster, theme booster, and collector booster. All with different price points, card quantity, rarity probability/distribution, and- this irks me the most- some cards are available only in certain types of booster. This deserves a post all its own. It makes it extremely confusing to collect, and seems like a money grab from Wizards.
  • The releases are coming more frequently. I count seven expansions to be released in 2021- some are special (like the forthcoming Modern Horizons 2), but that's a lot of cards coming out every year, and I'm not even counting special products (like Commander decks) associated with some of those releases that feature more exclusive cards. Again, seems like a money grab.
So I am concerned, but here's the thing: nobody's forcing me (or you) to buy these things. Wizards will do what makes them money. If people don't buy into these new releases or booster pack types, Wizards will change their approach. I am looking forward to a few sets (the forthcoming D&D sounds fun, and more Innistrad-themed sets are coming), but also expect to sit quite a few out. And I can still have tons of fun with the cards I already own; that's the beauty of this game.

Friday, May 21, 2021

Millie 6


I'm in a rut. I've been playing one deck almost exclusively for the past few months- my "Millie 6" deck.

I previously posted on mono-blue mill decks, and have tried several iterations throughout the past year. I enjoy this alternate win condition, and am extremely happy with my sixth version (hence the deck name). Here's why:
  • It's a home brew
  • It's pretty successful (55% win rate, where top decks run ~60%)
  • It's inexpensive to construct (no mythics, cheap rares)
  • It's unique (I don't encounter decks quite like it)
Millie 6 is not a control deck (so no counterspells), nor is it aggressive (trying to win quickly with fast damage). I suppose that makes it a tempo or combo deck. It relies on:
  • Card draw (Gadwick, Frantic Inventory, Opt, Into the Story, Merfolk Windrobber)
  • Mill spells (Overwhelmed Apprentice, Teferi's Tutelage, Merfolk Windrobber, Ruin Crab, Maddening Cacophony)
  • Deck sculpting (Overwhelmed Apprentice, Opt)
  • A bit of interaction (Gadwick to tap opponent's creatures; Lullmage's Domination to take control of them)
  • Smart blocking (Merfolk Windrobber can block, then be sacrificed before damage to draw a card (if your opponent has 8 or more cards in their graveyard)
The card draw combos with Teferi's Tutelage and is the main milling engine (though Ruin Crabs and Maddening Cacophonys are pretty effective on their own).

Anyway, here's the deck:
21 Island (ANA) 4
1 Castle Vantress (ELD) 242
4 Overwhelmed Apprentice (ELD) 60
3 Gadwick, the Wizened (ELD) 48
4 Frantic Inventory (M21) 50
4 Opt (ELD) 59
4 Into the Story (ELD) 50
4 Teferi's Tutelage (M21) 78
4 Merfolk Windrobber (ZNR) 70
3 Lullmage's Domination (ZNR) 66
4 Ruin Crab (ZNR) 75
4 Maddening Cacophony (ZNR) 67

It's my favorite and most effective mill deck ever; I've won as early as turn 5 (without opponent concession).

Friday, May 7, 2021

From the Jaws of Victory


I had an amusing (and humbling) experience last week- on the cusp of victory, I managed to lose. Here's how it happened, and what I learned from it.

I was playing my "Millie" deck, which has been my go-to for months because it's a home brew and surprisingly successful. Here's the decklist:
21 Island (ANA) 4
1 Castle Vantress (ELD) 242
4 Overwhelmed Apprentice (ELD) 60
3 Gadwick, the Wizened (ELD) 48
4 Frantic Inventory (M21) 50
4 Opt (ELD) 59
4 Into the Story (ELD) 50
4 Teferi's Tutelage (M21) 78
4 Merfolk Windrobber (ZNR) 70
3 Lullmage's Domination (ZNR) 66
4 Ruin Crab (ZNR) 75
4 Maddening Cacophony (ZNR) 67

Things were going well. I had only 3 life, and my opponent had a 6/6 creature, but I milled him to an empty library on my turn, and victory was at hand. I had a Lullmage's Domination in my hand, so I could have taken control of his 6/6, but why bother? On this turn, on his draw step, he would try to draw from an empty library and trigger an alternate losing condition. Easy. I passed my turn and awaited his defeat.

Oops. He had a Fling (an instant that reads "sacrifice a creature to do damage equal to that creature's power to any target"). And the order of steps is untap, upkeep, draw. Since Fling is an instant, he could (and did) play it after his untap step. Six damage to me; I lose.

The main lesson is so basic: it isn't over until it's over. The secondary is also common: don't let up. It felt almost cruel to take his creature- I had beaten him (so I thought), so no need to humiliate or 'run up the score'- but it cost me the game. Lesson(s) learned.