Dork Geek Nerd

"Rational romantic mystic cynical idealist"

Sunday, July 20, 2008

Shedding light on "Shadowmoor"

Kudos to the Wallabies and Swans and kudos to me for finishing playtesting the five theme decks for "Magic: The Gathering - Shadowmoor". This set adds the mechanics "conspire" (tap two creatures of a matching colour to copy a spell with conspire), "persist" (critters possessing said ability return from the graveyard if they don't have any -1/-1 counters, but bringing them back adds one), "wither" (wither-ing monsters deal -1/-1 counters instead of damage) and, MOST POTENTIALLY GAME-CHANGINGLY, "untap" (abilities whose costs include untapping a creature. Oh, the synergies!). It took me 15-20 hours and much faffing with dice and glass bleads to conduct my round-robin "Shadowmoor" tourney, piloting each deck as objectively and skilfully as I could. The leaderboard below may seem to indicate a bias on my part towards beatdown. In fact, I'm a control player by nature, but "Turnabout" and "Aura Mastery" were just plain weaker. How it ended (m/g = matches/games):

1st - Overkill (G/R fast, beefy creatures; wither and direct damage) - 3m/8g
2nd - Mortal Coil (B/U evasive critters, persist, tricks with counters) - 2m/6g
3rd* - Army Of Entropy (B/R cross between Overkill and Mortal Coil) - 2m/5g
4th - Aura Mastery (U/W bolster your limited monsters, hamper theirs) - 2m/5g
5th - Turnabout (G/W token makers, power-ups, life gain. Too slow) - 1m/6g
*On countback


Listening: "Snakes & Arrows - Live" (2008) - Rush. Double CD recorded in Rotterdam and comprising 9/13 tracks from "S&A" plus 18 others. Some curious selections/juxtapositions; old songs made new and even more wonderful! "A gentle hand, a secret touch on the heart..."

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