Eternal Warrior #11: Pretty Hate Machine

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  1. A big issue to me is that the hate cards cost more than the broken combos. Except fow but that itself needs hating.

  2. I’m pretty shocked that you don’t run Bojuka Bog when you are running Knight. Even if you’re too scared to run it maindeck due to the risk of drawing a black source, in the board it seems incredibly helpful.

    Tutors for hate help aleviate the massive sideboard slot problem.

  3. Very interesting discussion about the way WoTC implements bullets. A couple of other notes because I also played swccg and find the comparison interesting. SWCCG lacked two features that magic does have – sideboarding and rotation/ban list. SWCCG made it a point of pride that they would never ban or rotate cards, which created all sorts of problems. Which they then solved with a combination of absurd, narrow/powerful bullets and power-level errata. Ultimately even this was unsuccessful, and they introduced “defensive shields” (very late in the game’s life) which was essentially a sideboard which started on the table and you were allowed to play a certain number (usually 3) of your sidebaord cards at any time during the game and they couldn’t be interracted with in any way by your opponent. That eventually solved some of the more broken strategies in the game permanently, but was extremely inelegant.

    In general, I think WoTC does bullets fairly well although the fact that they’re not strong enough to completely push certain decks out of the game does lead to some silly post-sideboard games where if the opposing player draws and resolves their bullet (eg. leyline turn 0 vs dredge) the game is just over, making for some silly, swingy games. On the other hand, SWCCG’s solution ultimately meant that certain degenerate decks like numbers* or operatives were just 100% unplayable.

    * 3,270 to 1 and never tell me the odds must rank among the stupidest cards in TCG history.