Wednesday, January 16, 2019

Eternal Analysis 014—ambush and fast spells


Eternal avoided making Magic's mistake of taxonomically dividing sorceries and instants: They're all spells, but some are fast and some aren't. Then they dropped the ball.

Friday, January 4, 2019

The Emperor's New Clothes & Activity Analysis

Years ago, just as KickStarter was realizing its potential in the board games market, a concept game full of blank components funded and I thought it was all a big joke. At XOXO 2018, I got to play it with its author, Jonathan H. Liu, a gamer so generous and trusting he lent out his game collection for the hundreds of strangers at the conference to borrow and play, unsupervised. Jonathan reviews game at GeekDad and, I now understand, is brilliant. As is the delightful Emperor's New Clothes.

The game comes with a scoring marker for each player and a score track, 10 cubes for each of the three resource types (dignity, gold, and gullibility), 13 role cards, a deck of action cards, three normal resource dice, and a fourth special resource die. Except they're all completely blank.

Tuesday, January 1, 2019

What I've Learned from Guilds of Ravnica's Mechanics (Part 5)

Please enjoy the third in a series of five guest posts from Larcent about the mechanics of Guilds of Ravnica. —Jay Treat

Lesson Five: Undergrowth and identity vs. gameplay

Green and black decks are doing quite well in Standard right now and are even seeing high-end competitive Magic play. This makes it all the more interesting that the undergrowth mechanic landed with such a thud with players. There's very little of it to be found in these decks. There are cards from Guilds of Ravnica in these successful decks, though, and there's a lot to learn about why those made the cut and cards with undergrowth did not.