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Playing a new card-based game at last week's pasta night, [livejournal.com profile] jonners99 and I were discussing how it is that card games tend to come in oversized boxes that are awkward to deal with and take up far too much space in the Bag of Games.

Clearly the solution is to split it out into smaller boxes. However these games have a lot of cards and so won't fit in your normal deck box. They will, however, fit very nicely into a MtG fat pack box...



That's got Munchkin Zombies, Boss Monster, and World of Tanks. Unfortunately I ran out of space - the Boss Monster: Crash Landing expansion doesn't quite fit, and Man Bites Dog certainly won't. And that's my only spare fat pack box as all the others actually have MtG cards in them. Hmm... how much are fat packs these days, and is it seriously worth buying one mainly for the boxes?



I also put together a bunch of dividers using the MtG plastic ones as a rough template (a forum post helpfully had some measurements). They're printed onto WH Smith premium 160gsm card (with a Canon iP2600 I used Matte Photo Paper, Standard quality, and set the paper thickness to "envelope" as technically 160gsm is out-of-spec for this printer) and seem to have come out well enough.

The only flaw in the plan is I now have a pile of rules booklets to transport somehow. Still, it's a smaller heap overall than I started with!

SWARM

Dec. 20th, 2015 08:14 pm
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I keep forgetting that now I have a car I can actually go places. Like, for example, SWARM - it's actually practical to head over after work (I've previously considered trains but the timings just don't work out). I'm unlikely to do so every week as driving to Brighton does involve going past Chichester (which surprisingly flows very well at around 5:30pm), Arundel ('at capacity' is probably the best way to describe it, with traffic doing 20mph-30mph between the dual carriageways)... and Worthing (which is terribly slow). Then again I was originally only thinking of heading to pasta night every few weeks and that's turned into a regular weekly event, so who knows?

Anyway, SWARM. A couple of weeks ago (I also keep forgetting to make LJ posts in a timely fashion) I drove over to catch up with friends old and new, and to have a go at the Dominion tournament they were running. In the end I only managed one game of that due to being delayed for a whole collection of reasons (not least in Worthing when the driver of a massive crane decided to stop, get out, and yell at a driver that turned across him). No prizes for me - they were for single highest and lowest scores, and mine was an average score. Perhaps another time.

As is traditional at SWARM there was also MtG, and I played a few rounds. The Orzhov deck (not yet posted) put up a valiant effort against a "destroy the world" style deck but couldn't rebuild fast enough once the world was destroyed, while the Mephitic Ooze deck made the mistake of playing against opponents with black decks (at which point the Dross Golems cease to be effective). On the other hand I lent the Spikeshot Goblin deck out and that spent many turns slowly nibbling people to death with 1/1 goblins - it's not supposed to do that, but it worked well enough. Especially when a 1/1 Goblin Sky Raider suddenly becomes 5/1 thanks to Fists of the Anvil. I think if the person playing it had concentrated the damage on one opponent it would have chewed through their health very quickly.

One friend's reaction (Cogs - he acquired that nickname due to playing crazily complicated combo decks) to that deck appearing was hilarious - he recognised it from when I was an undergrad all those years ago. A few moments later he blurted out "oh god it's got Warhammers" as he remembered exactly what was in it - specifically, the troll-worthy Loxodon Warhammers.
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Time for another MtG deck!

Mephitic Ooze )

This one I actually built myself from scratch - for comparison, here's what it looked like back in 2006. You really don't want to see the original build that [livejournal.com profile] ricold alluded to in the comments of the linked post - that had lots of singletons and horrific consistency, but it worked as a starting point.

It's proven to be a reasonably effective deck - as usual for my decks it's hopeless in duels, but can do quite well once more players are added and it gets a chance to build up. The primary win condition is a ridiculously overpowered Mephitic Ooze, though the various Arcbound creatures all work nicely together with their Modular ability and the Dross Golems generally wreak havoc through being hard to block.

It runs 61 cards because I really didn't want to remove anything when I picked up a Sudden Death (I think from a booster draft) - especially not the Echoing Decays, as those have proven to be very effective at creature removal (it's rather hard to save a creature when it has zero toughness). Possibly I should drop the Overseer as as nifty as it is, it's very expensive and I've got no mana acceleration (the Fiend has also proven to be a liability on occasion, when [livejournal.com profile] talismancer has taken control of it and used it to kill my creatures). I've generally only seen it appear near the end of a drawn-out chaos game where I've already got plenty of big nasty creatures on the table.
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Let's poke another deck!

Spikeshot Goblin )

This was originally built by [livejournal.com profile] talismancer as a pauper deck (I've got the original decklist if you're curious) - that's a deck which only contains common cards (as opposed to uncommon or rare). It's one of the more effective decks I've got and can reliably hold its own in a duel - most of mine are too slow or disorganised for that. This mainly comes from the very simple win condition, which is to boost the power of a Spikeshot Goblin by a silly amount and then use its ability to whack players in the face for a corresponding silly amount of damage (it's quite capable of throwing 20 points of damage at someone).

As to the current state of it... well, once upon a time it had an official 15-card sideboard. That appears to have evaporated with the exception of the four Gerrard's Irregulars which have been eaten by the deck upsetting the land balance. I'm not sure I want to get rid of all of them as that leaves it a bit light on creatures and the haste ability is nice... so perhaps swap out one each of Bonesplitter and Firebreathing, and keep two of them? The rest is fine though a second Furnace of Rath would be nice (probably replacing an Iron Myr).

And the Loxodon Warhammers? Those I scored from [livejournal.com profile] choros to troll opponents with, because why stop at just dealing double-digit points of hard-to-block damage to someone's head when you can also gain that much life at the same time?
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This may did go horribly wrong due to the cruft Word adds to tables....

[livejournal.com profile] talismancer's recent post reminded me that I'd been meaning to work out what state the few Magic: The Gathering decks I have are in. I have a sneaking suspicion that some of them have had sideboards shuffled in by mistake (which is not a good thing, as it messes with the card distribution and gives you a high chance of having a hand of uselessness). So in the interests of more NaBloPoMo filler, let's pick a random deck and poke it with a stick!

I have a slight advantage over [livejournal.com profile] talismancer here in that many, many years ago I went through all 9? 10? of my decks and listed them in Excel. Because I was a student back then with spare time I then bodged together some formulas to try and work out what proportion of the cards should be lands, and what colours those lands should be (through counting the number of colour-specific mana symbols and guesstimating a distribution based on that). Hence I have some fancy tables!

This particular deck started life as the preconstructed Morph Mayhem deck from about 10 years ago.

Morph Mayhem )

Well this definitely has a sideboard, but it's a weird one - I have a sideboard containing all of 6 cards, and I have a deck that's one card short. And the deck's also a little land-heavy by the looks of things - the general rule of thumb is 40% land or 24 cards in a standard 60-card deck, but here I've got 26. I think that stems from a lot of my playing at SWARM where I tended to not have enough land in hand (note that the casting cost distribution isn't particularly useful here, as the creatures are mostly morphs with a cost of 3 to play them face-down - though the Dream Chisels help with that).

Hmm. I probably ought to make it back up to 60 - the Whipcorder looks like a good one to add. The cycling lands (Lonely Sandbar and Secluded Steppe) can go as in practice I rarely use the cycling ability so I'd be better off with lands that don't have a 1-turn delay built in to them, or perhaps I should just drop two lands and instead run the extra Glory Seekers? Otherwise it's a deck that ticks over nicely in multiplayer chaos games, because everything it does is a mystery and it sneers at lockdown decks - being a morph deck it can do anything interesting at *any* time (turning a card face-up can be done whenever I have priority, and as a bonus the resulting effect comes from a triggered ability and so is hard for other players to deal with). The main downside is there's no real win condition and any half-way competent deck will stomp it with ease... but that's rarely an issue in chaos games because the competent decks quickly make themselves into targets for everyone else.

Besides, using a Willbender to make someone else's win condition *my* win condition is always hilarious.
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It's been a long time since I last played badminton - today Nick, Dan, [livejournal.com profile] the_ladylark and myself played a few games at the uni sports centre. I was glad to discover that I'm not as badly out of practice as I thought I was, and managed to make Nick work at trying to beat me. Playing Dan was amusing, as we managed to consistently make the same mistakes as each other, as well as score a couple of hits directly on each other. Plus one that flew straight over my head, close enough to brush my hair on the way past.

Unfortuantly the sports hall is lacking air conditioning, or indeed any decent form of cooling (two large fans right up by the ceiling on opposite sides don't really cut it, as that just results in a current of air by the ceiling and no air movement at the floor). Next time I shall be smart and bring both a towel, and a cold bottle of water (as opposed to one at ~30°C).

Later on Nick and I trundled over to East Slope, where the rest of Swarm had gathered to play a mixture of Bang! and Werewolf (a card game which involves a werewolf trying to eat everyone, a seer trying to find the werewolf, and an angry mod in the form of a bunch of villagers ready to lynch anyone who they think is the werewolf). Both games are suprisingly complicated - in Bang you have to try to work out who's on whos side, while in Werewolf the trick is to lynch the werewolf and not the seer (as we managed a few times).

We also played a game of Magic earlier, which turned into a stalemate once Ian managed to gain over 100 life. I think we brought it to an honourable draw with Ian on a near-unkillable life total, Rick with a bunch of Myr and Pincher tokens generally looking intimidating, Joe with a small collection of creatures (Rule 1 having been ignored somewhat after Ian pulled off his insane lifegain), Conrad with some enchantment trickery, Nick with a handful of creatures and small-scale targeted destruction, myself running my Peer Pressure deck (and about to nad most of Conrad's enchantment tricks) and Will with a Soldier deck that never really got going. Ian's lifegain deck is rude in a large multiplayer game, when it runs Stormherd, Soul Warden and a couple other tricks to gain 30-odd life, put 50 or so 1/1 flyers into play and in the process gain another 100 life. Fortuantly Rick and Nick between them had enough wide-spread destruction to take out the horde before it destroyed them.

In other news, been tinkering with my website some more. Comment management now works in my gallery (though banning isn't quite there yet), and I've begun to flesh it out a bit. Any and all comments regarding the design and layout welcome.
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So, last week I tried my hand at some deckbuilding for MtG, and made a suprisingly good black/artefact deck, primarily designed to hit with a big, unblockable, untargetable Mephitic Ooze (0/5, +1/+0 for each artefact I control, destroy any creature it touches) equipped with Whispersilk Cloak (equipped creature is untargetable and unblockable).

Version 1.1a of the deck:

CardQuantityType
Arcbound Crusher3Artefact Creature
Arcbound Hybrid4Artefact Creature
Arcbound Overseer1Artefact Creature
Arcbound Stinger4Artefact Creature
Arcbound Worker4Artefact Creature
Darksteel Citadel4Artefact Land
Dross Golem4Artefact Creature
Echoing Decay4Instant
Mephitic Ooze4Creature
Myr Servitor3Artefact Creature
Swamp14Land
Vault of Whispers4Artefact Land
Vulshok Morningstar4Equipment
Whispersilk Cloak3Equipment

A Mephitic Ooze equipped with a Whispersilk Cloak is downright evil when I have ~15 artefacts on the table, though I've done the same trick with such things as a Myr Servitor equipped with a pair of Vridian Morningstars and some +1/+1 counters. The Arcbound Crusher also makes for a good alternate win condition.

The deck's also managed a few wins in the past week. One of the more amusing ones was in a 4-way game. Player to my left folded, after getting impressively manascrewed. Player to my right got killed by player opposite, who then played a Platinum Angel. So what do I draw? An Echoing Decay, to match the one already in hand. Two Echoing Decays later, and that 4/4 angel becomes a 0/0 and self-destructs. "Oh," comes the response from across the table. Black is very good at making creatures self-destruct, especially the supposedly indestructible ones. Muwhahaha...

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Well, today involved a trip to London for the Guildpact pre-release. This, of course, involved dealing with British Rail (aka. Railtrack, National Rail, or whatver it's called this month) and the London Underground. As it happens, all the relevant trains were behaving themseslves today, and we (SWARM) made it to the pre-release without any problems.

Once there, we met up with those mad idiots who had got even earlier trains, and registered for the pre-release tournament. The tournaments were standard constructed (which means we were each given about 90 cards (in this case made up of 3 Guildpact boosters and a Ravnica tournament pack), and then had an hour in which to build a 40-card deck). I managed to open a pair of foil rares, which was nice.

I ended up building a red-green-blue deck, which lost most of the games I played and resulted in me netting last place. Such is life.

Most of the games involved me suffering from a lack of mana in the right colours (that'll teach me to play a tri-colour deck). My first opponent spent most of the time poking me to death with a Courier Hawk, and destroying my Wee Dragonets as soon as they appeared. Things went a bit better with opponent number 2, where I won one of the three matches by virtue of replicating Gigadrowse 3 or 4 times and then slapping him with lots of creatures while his stuff was tapped.

The third round was even more fun: I played one of my Hooligans with no artifacts on the table. "Ah good, it's safe to play this signet now". I then play my other hooligan, and much to his chargin blat the signet. What makes it funnier is that I managed this in the next match against him as well.

All in all, it was a good day out and I've managed to increase my collection of cards, as well as gain a fat pack thanks to signing up for a DCI number. Now all I need to do is to sort out these trades.

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