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Tower Climb - Slay the Spire - Run 2

December 18th, 2019

I’ve gotten a little down on MTG: Arena lately, so I needed to inject some variety into my Wednesday streams.

And what better salve for that is there than a session of Slay the Spire. This time, we’ll play as the Ironclad.

I don’t have much more to add beyond my previous post, but I hope you enjoy watching me agonize over choices and then make the wrong ones.

Making Magic in the Arena - Simic Flash (Eldraine)

December 17th, 2019

In Magic the Gathering, one of the smartest things one can do is wait until the last possible second to make a move. By being patience, and playing reactively, we can give ourselves the freedom to amend our plans as the situation changes. In addition, we ensure that our spells and abilities are played at the point where they are most effective.

For this reason, I opted to go back to Simic Flash once more. We played this deck once during the Core 2020 season, and though we lost some cards in the rotation to Eldraine, we also gained enough new tricks that the strategy is still viable.

You can check out the decklist here.

Just like before, our ideal is to ensure enough land drops that we can pay UUGG for our most valuable cards, Frilled Mystic and Nightpack Ambusher. Both of these four drops are close to the top of our curve, and each of them are still as valuable for the reason I described in my previous Simic Flash video.

And while we’re lost critical pieces from the previous list like Merfolk Trickster, that were key for both tempo and board presence, we make up for that in other ways. Mainly, in both Brazen Borrower and Wildborn Preserver. Being able to bounce anything with Brazen Borrower allows us quite a bit of versatility, both in forcing our opponent to recast key pieces so they can be vulnerable to counter-magic, or removing key blockers to make our swings safe.

In addition, with the loss of Essence Scatter, we’ve ditched both it and Negate in favor of the more universal Quench. Artificially adding an additional two mana to a spell’s cost can be effectively even in the late game, forcing our opponents off followup plays if not stopping them in their tracks outright. We’ve also thrown in Growth Spiral as a potential early play if we don’t need the mana for anything else, that can help sift through our deck ever so slightly.

And while I like this deck, I can’t help but wonder why it runs Nissa, Who Shakes the World in it’s mainboard. In theory, it seems like it wants to use Nissa’s mana doubling effect in conjunction with her +1 to keep mana open for the hordes of instant speed 2-drops we have access to. However, this isn’t really the kind of deck that wants something that high on the curve, and I almost always found myself gravitating towards a better option. If it works for you, by all means, but I’m likely to change her out for some more counterspells or other tricks.

Being able to wait for our opponent gives us much leeway in how we respond to their plays. The deck does suffer slightly in this meta due to the threat of Teferi, Time Raveler. Most decks play him specifically to avoid being spammed by counter magic, so our first priority will always be keeping him off the board. If we can do that though, our effects way not be powerful, but they can force our adversaries off balance and give us the openings we need to finish them off.

The Highlights of 2019

December 12th, 2019
At last, it is once again that time. That time where we look back fondly or otherwise, at the games that have been released this year. Every outlet in games media will soon be consumed by hours upon hours of Game of the Year deliberations, top 10 lists, and other assorted recaps.
I am no different, of course. That said, when I look back at the list of games I’ve played this year, I noticed that it was quite unique compared to most other years. While there wasn’t much in terms of big budget games, the number of niche, mid-tier titles that cater to specific interests really added up to be a profound year. I almost always had something new and neat to play.
Just like in previous years, these are just games I have many positive things to say about, in randomized order. Even if a game misses this list, it doesn’t mean I didn’t like it. Odds are I have nothing much to say on it or just didn’t get around to it. With that said, the first of my 2019 highlights is:

Apex Legends

Apex Legends deserves credit for the ways it rethought and analyzed the Battle Royale genre to create its own niche in that space. It did so with two very distinct innovations:
First, they added character classes. When players drop in with their team of 3, each one of them on that team will choose between one of several different playable characters, each with their own skills and traits. Thanks to that, there’s a degree of customization in the team’s game plan even before the drop onto the map. As for me, I always chose Lifeline for her ability to heal players with her drone and safely revive them behind her barrier.
The other clever design choice was in the “Ping” system, which Fortnite would later go on to emulate. Basically, in order to facilitate play without voice chat, the team at Respawn devised a contextual system where players can hit a single button that will shout out whatever is in the middle of the screen to the rest of the team. Whether it’s a cool weapon, heal/armor kit, a nearby enemy or container, or any of the myriad items of interest, the system does an excellent job of accurately displaying relevant information to the rest of the team.
I had a blast playing Apex with numerous friend groups for quite longer than I usually stick to these types of live games, and not just because of these changes to the Battle Royale formula. The developers at Respawn who built this game also built Titanfall 2, and that DNA is present in every aspect of how Apex plays. While players aren’t wall running and platforming as much as they would be in Titanfall, they are still very mobile, and the gunplay is equally as satisfying.
While the post-launch support left much to be desired, this game was at the Apex of it’s genre for many people, myself included.
The Outer Worlds
As many of you know, I have been disappointed in the output from both Bioware and Bethesda Game Studios for a long time.
Bioware’s output has been on a downward decline ever since EA bought them up. Mass Effect 3 caused an infamous uproar in 2012, and Dragon Age: Inquisition came out to mediocre reception back in 2014. And they’ve not made a good game since, with both Mass Effect: Andromeda and Anthem being exceptionally poorly received.
Bethesda is in an equally spotty, or arguably worse, situation. The last game from them that can truly say I liked was Skyrim, way back in 2011. While I didn’t hate Fallout 4, the more I reflect on my time with it the more I realize I just wasn’t having as much fun with it as I wanted to. Though I didn’t touch Fallout 76 last year, one just needs to google the name to see all of the many, many, many ways that went wrong.
I tell you all of this so that you realize exactly how badly I have been craving a functional game in this genre. Depending on what is considered a good open-world RPG, it’s been anywhere from 5 to 8 years since the last one of those. This is, until The Outer Worlds came out.
I’m not about to sit here and say that it is a flawless game, because it’s not. It’s anti-capitalist viewpoint comes across as toothless, moraly thin and flavorless as cardboard, but the skeleton of what Obsidian made is exactly the kind of game I have been searching for. What they built is a template from which other open-world RPGs can be created, expanding on their work with Fallout: New Vegas, but otherwise going the established route for the genre.
But I can’t mention The Outer Worlds without bringing special attention to my favorite companion: Parvati Holcomb. Voiced by Ashley Burch, Parvati is one of the fleshed out companions in the game, with a quest that personally affected me. I don’t talk about it much here, but I am asexual, and even in the space of queer-targeted fiction, my sexuality is not often represented. There’s a profound moment in the game where Parvati confides in the player than she has romantic feelings for another woman, but that she’s afraid that her asexuality might complicate the relationship due to past experiences.
That alone was more important to me than I would’ve thought it could be, but then the game gave me the option to say that I am also asexual, and that I understand what Parvati is going through more than she might realize. In a world where I’m so used to the Bioware-style companions that assume if I’m bothering to get to know someone, that I want to have sex them when my relationship meter reaches 100%, being able to openly express my particular sexuality made me pause and just take it in. As I’m writing this, I can the watering of my eye ducts as tears start to form. For whatever its faults, The Outer Worlds gave me that, and it’s something that I wish I could feel more often.
Resident Evil 2 (2019)
My experience with the Resident Evil franchise isn’t the most fleshed out. If it weren’t for a friend of mine, it might even be practically non-existent. He asked me to join him in co-op playthroughs of both Resident Evil 5 and 6, which became my entry point into the series. Later on, I would pick up a VR headset and enter the world of RE 7: Biohazard.
So picking up this remaster of Resident Evil 2, which brought that game’s story and locales into a more modern control scheme via the new RE Engine, was a way for me to learn more about this franchise that I had only been tangentially interested in. On top of that, it was the first game I had performed a blind playthrough of on stream.
And while I certainly stumbled and fumbled my way through it, I did eventually push through and beat Claire Route A and Leon Route B. The game does an excellent job at putting the player in exactly enough danger where they feel like they are just a couple mistakes away from complete failure, but in truth they have all of the resources and abilities they need to succeed if they just think carefully about how they make use of them. It feels good to get to that realization and see one’s skills naturally improve as they complete more of the campaign. The version of me who started that game wasn’t the same me that finished it, and thanks just an incredible sensation.
Daemon X Machina
Were it not for a friend of mine recommending Zone of the Enders, I would not have known how much I enjoy games about giant mechs. Shame that there are so few games that appeal to that specific interest.
Fortunately for me though, this little gem called Daemon X Machina came in 2019. While the story is utter nonsense, I didn’t come to it for that. I came to it to plop down into a giant robot and smash other robots to pieces.
And that’s exactly what I did, upgrading both my machine and myself with cybernetic parts to create my own particular playstyle, focusing on maneuverability and throwing a ton of ammunition out with machine guns and shoulder-mounted missiles. That said, I see another world where I doubled down on Sniper Rifle fire with accuracy upgrades or a tank with a giant sword or mace in hand.
It’s been a while since there was a good one of these, and by god (of the machine?) this was a good one of these.
Crash Team Racing: Nitro Fueled
I’ve never made a secret that I’ve been a long time fan of Crash Bandicoot, being the “PlayStation kid” growing up. Similarly, I played way more Crash Team Racing and Crash Nitro Kart than I’ve ever played of the Mario Kart games. Whenever people came over to my house, or when I went to a house with an original PlayStation, CTR was a regular fixture.
So seeing this game I’ve put so many hours into, one that I replay regularly, brought into modern-day, high resolution graphics, is such a treat. In addition, I can play online with other players, so there’s always a worthy adversary around whenever I’m in the mood to take another shot at it. I used to think that I was good at this game, but going up against the online community has made me step up and learn new techniques that I always knew existed, but never had the patience to learn.
It’s not entire recreating that feeling of getting all the neighborhood kids together to race in a 4-player match against each other, but it’s so close that the memories come back every time I log in.
Bonus points for making my boy, Crunch Bandicoot, a playable character. What can I say? I have a type.
Devil May Cry 5
I already took part in an entire podcast about how much I loved the latest Devil May Cry game (audio balancing issues aside), but suffice it to say that the design team learned a lot since the 4th installment game out, and those lessons can be felt everywhere.
But to avoid repeating things I already wrote in that post, I will say that I was surprised how well the tension between Dante and Vergil was resolved. Furthermore, Devil May Cry 5 does the job that DMC4 failed to do in handing the reins of the franchise over to new protagonist Nero in a believable and honest way.
And with the new Devil Breaker for Nero, weapons for Dante, and entirely new, indirect fighting style for the newcomer V, each of the playable characters bring their own unique flavor of combat, and all of them are polished to a mirror shine. In terms of character-action games, there were few this year that could hold a candle to DMC5.
Slay the Spire
Looking through the list of games that were released this year, I was genuinely surprised to find that Slay the Spire was on it, because it’s become such a fixture in both my gaming routine and in game design circles that I assumed it’s been in my rotation for a longer time than a single year. I even streamed it, albeit badly, as a one-off on my channel.
As someone with an adoration for card games, deck-builders, and run-based games, Slay the Spire scratches multiple itches all at the same time. Choosing one of three characters to start with, the game hands players an initial deck of basic cards and asks them to engage in turn-based RPG battles where these cards represent attacks they can perform. Along the way, they gain/lose cards in the deck, gain new passive skills, and upgrade their character in the hopes of creating a synergistic enough combination of cards and passives that they can obliterate both common enemies and bosses in short order.
Even within the scope of a single character, the number of cards and passives they have access to allow the player to potentially spec in several different directions. Along these lines, my favorite character out of the three is The Silent, which serves as the Rogue/Assassin class. However, there are several different “flavors” of that archetype, including ones that defeat enemies by injecting them with massive quantities of poison, ones that win by debilitating their foe with crippling status effects, and ones that succeed with an almost literal “death by a thousand cuts”.
Combined with the fact that players are given perfect knowledge of what each enemy is about to do on their next turn, there is a ton of delicate decision making that needs to happen on every given run. Every choice, from what cards are or aren’t added to the deck to the sequence of moves the player makes to beat a fight without sustaining much damage, is absolutely tense and crucial. Any one false move can cascade to have long lasting consequences that aren’t immediately obvious. However, like any roguelike or deck-builder, learning from past mistakes is half of the game.
It’s not a bold claim to say that Slay the Spire is an exceptional game in its various genres, and definitely worth consideration if you’re into any of them.
Ring Fit Adventure
As a person who has struggled with my weight and fitness nearly my entire life, I am no stranger to the genre of “fitness games”. I was the kid who bought Dance Dance Revolution in order to play it as a form of daily workout. I had an Eye Toy, and games to play with it, assuming any of you reading this have any idea what that means. And though I never took part in it directly, several of college friends used that smart phone app that made a zombie apocalypse game out of running.
So trust me when I say that while Ring Fit Adventure is no substitute for an actual diet and exercise plan, it is not just some poorly thought out “fitness game”. It is a fully fleshed out hybrid of a body weight fitness class and a JRPG. After strapping a joy con to their left thigh, and attaching the other one to a Pilates ring, the built-in “Ring Con”, I was thrust into a world under threat from the evil, and attractive, bodybuilding dragon, Dragaux.
Any given area had me running an obstacle course by jogging in place, using various exercises like squats (so… many…. squats), along with various presses and pulls of the ring-con to target specific muscle groups to traverse the map and reach the goal. Along the way, I was accosted by monsters and the occasional boss character, which I needed to beat in a “fitness battle”, using a whole array of exercises for attacks.
As a fitness app, the game is great about helping to coach players through proper form, while never feeling judgmental about their level of fitness. In fact, the game is constantly encouraging players not just to keep at it, but also to be mindful of their limits and take breaks or drink water as necessary. And the RPG elements are also solid, with each exercise having its set of enemies that it does more damage to, and area of effect that may hit multiple foes at the same time. There’s also a ton of fitness-themed items, like clothing for armor and fruit/vegetable smoothies as consumable buff/healing items that give players a steady sense of progression. Players also gain experience and level up, obtaining “gains” like extra attack power, defense, moves, and health.
It’s not perfect, as Patrick Kelpick noted in a recent VICE Games post where he wished difficulty could be adjusted per-exercise and not globally, but it is one of the best attempts at a games-as-fitness-tool that I have ever seen, and it’s something I have cleanly added to my weekly routines.
Did I mention that the evil bodybuilding dragon is kinda hot?
Bloodstained: Ritual of the Night

Thanks to Bloodstained, I have the distinction of being one of the people whose first Castlevania game isn’t actually a Castlevania game. Produced by Koji Igarashi himself, even a newbie like me has enough familiarity with the source material that I can feel the Castlevania DNA in this game, and it runs deep.

And while the game succeeds on that front, that isn’t honestly why it makes the list as a highlight. At least, not entirely. Bloodstained has the distinction of being one of the earliest examples of a Kickstarter game, like Pillars of Eternity by Obsidian and Double Fine’s Broken Age. In the years since these games opened up the space for crowdfunded video games, so many projects have failed after being successfully funded that it seemed like all such projects were fated to be doomed.
So while I certainly had an excellent time with Bloodstained, I’m much more happy for all the people who backed it. To them, this is exactly the kind of game they wanted, and they deserve it.
Hades

It takes a special kind of allure to get me interested in an Early Access title. Normally, I stay as far away from work-in-progress games as I possibly can. For Supergiant Games, I can make an exception. The makers of Bastion, Transistor, and Pyre have thus far always managed to strike gold, so I was willing to trust their judgment that if they’re releasing a game early, it’s in a solid enough state to play.

And I was absolutely correct to place my faith in that team. If I didn’t know any better, the only indication that the game hasn’t been completed yet is that a successful run abruptly ends where the development team hasn’t finished up the rest of the game’s content. Otherwise, it feels like a fully fleshed out roguelike dungeon crawler with an isometric perspective.
It’s been a while since I checked in to see how the game is progressing, but it’s something that I think about regularly. Like Dead Cells from last year, this is one of those games where the story of how it gradually develops will be just as, if not more fascinating than actual product, offering a much needed window into the messy world of game development.
Disco Elysium

Where The Outer Worlds creates a template for RPGs heavily inspired by the games that came before it, Disco Elysium dares to take the genre in a new direction that I found unbelievably refreshing.

In a crapsack world loosely based on, but fundamentally separate from, our own, Disco Elysium opens with your character waking up in a trashed hotel room from such a profoundly drunken stupor that they no longer possess any memory of who they are or what they’ve done. Based on what everyone around him piece together from his erratic pre-amnesia behavior, he is one of the detectives sent to solve the case of a dead body found hanging from a tree in a back alley.
As a fan of detective fiction, this was already a strong enough hook to catch my interest, but the game is so much more than just another detective story. I’ve often heard comparisons to Planescape: Torment evoked in reference to Disco Elysium, and those comparisons are warranted in two ways.
Both games choose not to place a strong focus on their combat, and double down on the more conversational, story-telling aspects of tabletop RPGs. In fact, I’d say Disco Elysium succeeds Planescape in this area. Planescape still adhered to the conventions of the time with the occasional combat scenario, even if those fights could be made exceedingly trivial. Disco Elysium cuts combat out of the game altogether, doubling down on a system of skill checks that affect nearly everything the player does.
And I do mean everything. The player’s various skills act as personalities in their head which coach them through the tasks they undertake during the investigation. For example, if someone makes a blatantly false statement, there’s a behind-the-scenes skill check that is rolled against the Logic stat, and if it succeeds then the personality representing “Logic” will chime in and tell the player that the subject’s statement couldn’t be true. And yet, that doesn’t mean that specialization in a given ability is a good thing. Characters with too many points in logic may start to see patterns and trends where none exist, and every one of the game’s 24 different stats is like that, each with their own pros and cons.
In other words, the drunk detective’s personality, and thus what options the player has access to, are very strongly linked to what kind of person their stats add up to. A player lacking in empathy just can’t console a grieving victim unless external factors and hidden skill check modifiers help them overcome that dearth, or they get fluke into an extremely lucky roll, which does happen. It’s a game where failure doesn’t mean the story is over, it just means that the player needs to come up with another solution that better fits the kind of person they are.
Which leads to the other similarity between Disco Elysium and Planescape: Torment is that both of them have strong themes of self-discovery. Both the drunken detective from Disco Elysium and The Nameless One from Planescape suffer from a lack of self-understanding due to their amnesia, and each of them struggle with that over the course of their adventures. As much as they need to solve their problems, they also need to learn who they were, and hope that the answers therein can help them figure out who they are. Though I can’t say I have ever suffered from amnesia, I strongly sympathize with the desire to learn about and understand oneself for personal reasons, so both of these characters resonate with me on that level.
Any other form of praise I have for this game would unduly spoil the experience for anyone reading this, and I wouldn’t want to do that when discovery is half the fun. Out of all the games on this list, this is the one I’m most afraid that people will forget, relegating it to “cult classic” as it languishes on Steam wishlists. It’s such an amazing experience that it deserves more than that.
Death Stranding

There is… a lot to unpack with Death Stranding. For better or worse, Hideo Kojima is at it again, this time with a new IP. This is one of those games that will absolutely belong on the other list I publish every year, but we’ll save that for when we get to it.

What gives it a spot of the highlights list is that it is a fascinating experience to take it while actively playing the game. Basically, the player is a courier in a post-apocalyptic America, and that aspect of the game is oddly compelling. I didn’t think I would enjoy navigating the terrain to try to make my deliveries as quickly, safely, and efficiently as possible.
Many of the other systems service this core mechanic as well. After a certain point in the story, players are allowed to start constructing objects in the environment that can make the journey from location to location easier. This doesn’t just help them, but other players as well, since they can both see and make use of these same structures. I can’t count the number of times I felt grateful to someone else for creating a generator I could use to recharge my electric truck as I was driving, or building a road/bridge to safely drive over rocky terrain and rivers. And there’s a sort of satisfaction that one can only achieve by loading a truck full of hundreds of kilograms worth of cargo to casually drive to a destination that could once be barely accessed by twenty or more minutes of arduous, on-foot navigation thanks to both one’s own efforts and that of their fellow players.
Death Stranding has so many mechanics to facilitate a spirit of mutual cooperation between people without ever actually communicating with each other. I’ll never know who took a package I dropped off and took it to their destination, or who dumped that final chunk of metals and ceramics into the road I was building to finish it off, but I know that I’m grateful for the way we touched each others playthroughs and made each other’s journey just ever so slightly easier.
Pokémon Sword and Shield

Last year, I played my first ever Pokémon game with Let’s Go Eevee, which is a bit of pseudo sequel/remake of Red/Blue with a partner Eevee and a Pokémon Go-esque catch system in lieu of encountering and battling Pokémon in the wild. While I was no stranger to the franchise, watching a ton of the anime growing up, that was my first direct exposure to the games.

And since that left such a positive impression on me, I figured this would be a great time to take the plunge and give Pokémon the chance that it deserved with the Shield version of the latest installment. As an entry point for a new player like me, this is the best game I could hope for. There are a number of excellent quality-of-life features present in this game, from XP Share to the ability to freely recall any ability that your Pokémon have previously forgotten at any Pokémon Center.
The additional of the semi-open Wild Area, full of powerful Pokémon, 4-player raid battles, and other hidden secrets, is also very welcome. It’s fun to wander a large space and see what new, emergent stories and adventures can occur as I explore with my partner, Cinderace, and our other teammates. Once we get tired, we can set up camp to rest, eat curry, and play around a little.
There’s also something to be said for how the Galar region, heavily inspired by Britain and British culture, turns the classic Pokémon Gym Challenge into something akin to a story campaign in a FIFA game, where the players gets endorsed by the reigning champion and rises the ranks to take his title. Gym battles take place in large stadiums packed with crowds, with the Dynamax mechanic serving as a huge climactic finale to each one as both participants gigantify their Pokémon. It feels like a kaiju battle with attacks so powerful they actually change the weather inside the stadium.
As silly as it sounds, I always had a blast fighting against gym leaders and rivals, all of whom are well-developed and fleshed out characters, on my Pokémon journey. I didn’t delve too far into the post-game, but I liked my time with Pokémon Shield enough that I can be considered a series convert.
Indivisible

Back when they were still in the business of making good JRPGs, Tri-Ace were the proud developers of the Valkyrie Profile series. Inspired heavily by Norse mythology, one of the most unique aspects of that franchise is the combat system, which had each of the four characters of the player’s party assigned to a face button on the controller. By timing the inputs, they could combo each characters’ moves into one another to create a more effect attack, each hit building up the damage multiplier for successive strikes.

Indivisible, the crowdfunded RPG built by Skullgirls developer Lab Zero, takes the core concept from that old Square Enix franchise’s combat system and expands upon it. Each character that can be recruited to the player’s team has an entire movelist, include variations of attacks that can be executed by holding a different directional input along their attack button. Drawing inspiration from the fighting games the studio are better known for, there’s also a super meter than can be expended to either heal the team or unleash even more powerful attacks against enemies, and a system to precise time guards and blocks to avoid taking damage, instead healing and regenerating super meter.
Combined with the number of different playable characters who each have their own fighting styles, and the variations of enemies that each have their own guards and resistances, the game takes measures to avoid the problem Valkyrie Profile had where players would eventually just create the “one combo” that they could execute over and over again ad nauseam. Most players will eventually stumble into the party that best suits them, but even then they need to think about how they approach specific groups of enemies.
But Indivisible doesn’t stop there, also expanding on the 2D platforming sections Valkyrie Profile was also famous for: Blowing up into a full-blown Metroidvania as players acquire more skills and equipment that let them go back to old areas and discover places and items that were previously inaccessible.
Having backed the IndieGoGo campaign in 2015 after playing the prototype, I had almost completely forgotten about Indivisible until the game arrived at my doorstep. As a backer, I can safely say that I’m proud to have taken part in making this game a reality. I loved Valkyrie Profile, and seeing a spiritual successor take flight made the wait well worth it.
Judgment/Judge Eyes

After spending the summer of last year getting completely caught up on the Yakuza franchise, no one should be surprised that I was eager to return to the mean streets of Kamurocho once more once Judgment came out here in the US. When I heard it was also a detective game starring a disgraced defense attorney in the Japanese legal system, I was even more invested.

Launching the game, it felt very nostalgic wandering the map, from Pink Street to Tenkaichi Street, passing by the Millennium Tower. I remember a genuine pang of sadness as my favorite takoyaki stand at the end of Tenkaichi Street from the previous games had closed down, waiting for a new business to fill the void left behind in their wake. Such was my experience returning to the place I had spent so much time last summer.
And yet, no longer was I playing as Kazuma Kiryu, instead taking control of new protagonist, Takayuki “Tak” Yagami. While Yagami also has improbably martial arts skills, especially for a defense attorney, he feels more human both in how he fights and interacts with the city. Rather than relying on brute force, his style utilizes agility and the environment to turn the tide against foes blatantly stronger than he is.
Where Kiryu is a social outcast who tends to exist on the fringes and in the back alleys of civilization, Yagami has a much public face. By the end of the game, I had developed so many friendships that no matter where I was in the city, a friend was willing to help me out by jumping in when hooligans attacked me, or throwing me improvised weapons I could use against them. He feels like an integrated citizen in the city, gradually growing a strong and reliable support network with his peers.
As far as murder mysteries go, I still think fondly to how the case gradually builds and expands in scope over the first few acts, culminating in a finale that genuinely affected me. I wish I could say more without spoiling key moments of the game, but suffice it to say this fan of detective fiction was immensely satisfied with the plot laid before him. Judgment is everything I wanted it to be and more.
Phoenix Wright: Ace Attorney Trilogy (and the rest of the series)

I have a confession to make: Although I have obviously heard about the Ace Attorney games, I had never played them up until the remake of the original trilogy came out on Switch and PC earlier this year.

There’s almost nothing I dislike about these games, from the characters to the localization, the cross examination mechanics, and the soundtrack. Everything is presented with such a flare that I couldn’t help but get sucked in to the sheer drama and suspense of it all.
Nothing quite compares to the tension I felt reading through a witness statement and comparing it to the evidence in my possession with CrossExamination – Moderato 2001 plays in the background, reminding me that I’m just a few mistakes away from condemning my client to life in prison, the truth of our case forever lost.
That is, nothing except the follow-up feeling once I submit my contraction, and the music pauses just briefly enough that I’m unsure if I guessed incorrectly… before it changes to celebrate my brilliant deduction. More than any other visual novel series, the Ace Attorney games use their whole presentation to make the player feel the highs and the lows right along with their protagonists, as if they were right there with them every step of the way.
My adoration was of these simple, but effective was so strong that when I started streaming LA Noire at roughly the same time, I couldn’t help but wonder why they bothered with the mo-cap interview mechanics when Phoenix Wright had already created a better system way back in 2001.
And I didn’t just stop at the Trilogy once I had finished it. Afterwards, a friend of mine informed me that every other Ace Attorney game that had been localized in English was readily available on Android and iOS, so I took up my phone and played the rest of the franchise in short order. Not only was it fun to play through all of these games on my own, but also shared it on Twitter and Mastodon and seeing all of my friends vicariously enjoy them once more through my virgin eyes. I began to adore the main cast enough that I even commissioned art of my own fursona cosplaying as everyone’s favorite rival prosecutor: Miles Edgeworth, known for such endless quotable lines like “You are not a clown, you are the entire circus.”
This was, to me, as much a special summer event as it was a series of video games. I love them so much, that if I could wipe my mind of all memory of the franchise, just so I experience it for the first time once more, I absolutely would without hesitation.
The Dark Pictures: Man of Medan

Man of Medan, from Supermassive Games, was one of the two games I played with my friend Acharky on stream this year, and just as an excuse to hang out with a buddy, this was a highlight for me.

But more than that, it took what I enjoyed about Until Dawn and doubled down on that template, serving up an excellent horror story in what is hopefully going to be just the first in an anthology of many.
On top of that, Supermassive seems to have gotten the memo that people play games of this nature socially, in groups where players pass the controllers around to take control of specific characters in the narrative. To that end, they have created ways to systematize those interactions that actually came in handy during our stream session even though Acharky wasn’t in the room with me, by making it easier to delineate whose turn it would be to make decisions.
While the 4-6 hour length may drive many people away, it actually drew me into the game because I was confident that I could play through it over the course of a weekend. Short games are good, and we could always use a few more of those.
Kingdom Hearts 3

Finally, after working with Sam for years on the primer series, in order to prepare ourselves for it, Kingdom Hearts 3 actually came out.

Rather than apply a modern design ethos to the Kingdom Hearts franchise, in many ways this latest entry brings a PS2-era design ethos into the modern-day, which I found oddly refreshing among the tide of live services and games with sprawling open worlds. Playing Kingdom Hearts 3, even absent my attachments to the cast and characters, had a nostalgic bent to it that brought me back to my childhood, when Sora, Donald, and Goofy (always in that order) first graced my 4:3 TV screen back in 2002.
Though it would have been impossible for a sequel of this magnitude to ever live up to the hype, Kingdom Hearts 3 made a good college try of it, and I was completely engrossed in watching the finale of the Xehanort/Dark Seeker Saga. For once, Nomura presented more answers than questions, and even if not every plot point is resolved, there’s a strong enough denouement that I was surprisingly satisfied once credits rolled.
Code Vein

It’s no secret that I have an appreciation for the Souls games and the mechanics they employ. Like it’s own vampiric cast, Code Vein taps into that vein and leeches many of its core mechanics that you are undoubtedly already familiar with yourself. All one has to do is substitute bonfires for “Mistle” and souls for “Haze” and the formula is there.

That said, it’s the differences where it stands out, because there are several big changes that drastically increase the possibility space players have access to. One of them is the class system. Whenever the player increases their character level, they do not increase their character stats. Rather, their stats are primarily determined by their class, known in-game as a “Blood Code”, which is rated per stat on a scale from D- to S+.
Each Blood Code also has a list of skills, known in-game as “Gifts”, which can be acquired and equipped to the character, up to 8 active and 4 passive. By mastering equipped gifts, they can be used no matter what Blood Code the player has active, as long as it has a high enough rank in its prerequisite stats.
Since both Blood Codes and Gifts can be swapped out at any time, this means that players have the freedom to change their playstyle almost at will. In Dark Souls, I have to commit to being a warrior, caster, or jack-of-all-trades. Here, I can try to play as a magician wielding a bayonet and light armor for mobility. If that doesn’t work, I can swap that entire build out for a warrior class, big out a heavy two-handed sword, and dive straight into a melee. And with the ability to master the abilities of different classes, players are encouraged to keep changing their play style, equipping what “core” skills they like best and swapping out the rest so that they can keep building up their kit.
Code Vein also allows players to bring in one NPC partner to fight with them. Having this companion by my side proved to be invaluable assistance, not only for drawing aggro away from me, but also because they could spend half of their health to resurrect me if I ever died. As much as I wished they’d just stop talking, the moment they brought me back from death I forgave them for every single worthless word.
This all combined to create a Souls-like that is noticeably easier than it’s sources of inspiration. That said, it’s hard to express how liberating it feels to no longer be stuck using the same jack-of-all-trades build time and time again just because I want to sample all of the game’s mechanics without playing through it three or four times.
Sekiro: Shadows Die Twice

Well, that’s a bit of a mood whiplash after talking about blood souls. This is another game that I wrote about twice this year.

Like Code Vein, this does borrow a core set of mechanics from it’s Soulsian brethren. Unlike Code Vein, it does it an entirely different direction more akin to a Tenchu game, also developed by From Software.
In an effort to avoid heavily repeating thoughts previously expressed, I’ll say that what I like most from Sekiro is my experience unlearning the habits that helped me through Souls games and relearning a whole new, significantly more aggressive and relentless paradigm.
And more than just being aggressive, Sekiro forced me to be more tactical in my thinking, using stealth to assassinate as many mooks and guardsman as I can before finally taking on the more challenging opponents around me.
By the end, I had practically become the titular one-armed wolf in how I was surveying the area and planning out my approach before finally making my move, using cheap tricks and dirty tactics to even odds against foes significantly stronger than I was.
Medievil

Medievil takes me back to a very specific period of my life, when I was a kid. My aunt actually introduced me to this game, so I have memories of playing this over at her house during Thanksgiving and Christmas parties that come back every time I replay it.

Seeing it brought back in HD was a special treat, and streaming it was even better, but it’s not a game I could recommend. It was obviously dated even back when it came out on the original PS1, but it’s special to me. And props to Sony for remaking it so that I and exactly seven other people in the entire world could have that experience.
Marvel Ultimate Alliance 3: The Black Order

This was the other game that Acharky and I streamed together, since we had done so for the previous Ultimate Alliance titles.

This game is interesting because, when taken in context with the games that came before it, almost serves as a commentary on how the face of Marvel has changed in a post-MCU world. Prior to the movie, it would have been inconceivable that the Guardians of the Galaxy would be the only playable characters at the start of a Marvel crossover game. And yet, here we are in 2019 witnessing that exact same thing.
But just because the MCU is such a heavy influence doesn’t mean that they stick exclusively to that canon. After Wolverine and the rest of the X-Men got ruthlessly snubbed in the last Marvel vs. Capcom game, I figured we’d never see them in any Marvel-related video games ever again, so it came as a relief to see them present, getting a whole chapter dedicated to them. Even the Inhumans, like Kamala Khan, and characters like Spider-Gwen made the roster, and it’s great to see them getting the same love that the popular MCU characters receive.
Ultimate Alliance 3 was the perfect excuse for Acharky and I to get together and geek out about comic book canon for a few hours a week over the course of a month.
Fire Emblem: Three Houses

Fire Emblem: Three Houses is an excellent tactical RPG, but almost nobody actually cares about that part of the game and I am no exception.

What they care about is being a good teacher trying to make the lives of their students better. My memories of sharing a meal with Felix and Bernadetta in an effort to develop their relationship are much more vivid than those of Edelgard ramming her axe into a hapless soldiers rear end or seeing that same, timid little Bernadetta kill a mage for 30 yards away with a clean shot right between the eyes. Not to say that those memories aren’t also vivid, but rather that they were more like icing on my relationship cake.
On top of that, I was genuinely surprised at the sheer quality of the writing in Three Houses. The depth of political and philosophical intrigue between the multiple factions in the plot rival that of the best Ivalice storylines from Final Fantasy. As someone who considers Final Fantasy Tactics: The War of the Lions one of the greatest stories ever told in a video game, I do not say this lightly.
Like Phoenix Wright earlier on this list, I had as much fun sharing my experiences with Fire Emblem with my friends on Twitter, participating in the meme culture surrounding it, as I did playing it for myself. I’d say one couldn’t escape the phenomenon, but that would imply I was trying to. I went out of way to follow Fire Emblem meme accounts because I was that invested in the characters of this game.
To end my discussion of Fire Emblem, I just want you all to know that despite whatever you hear, Edelgard did absolutely nothing wrong.
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And so ends a fantastic year in video games. While I wouldn’t say there were many generically good “AAA” video games, this was a time where if I knew you well enough, I could find more than a few titles to recommend just based on your personal interests. If this is any indication of what the future might hold, we should be in for even stronger years to come.

Dragon Daddies - Spyro the Dragon (PS4) - Part 1

December 8th, 2019

Sir Daniel Fortesque has, at long last, defeated Zarok, resting in the eternal piece of his crypt. For us, that means it’s time to move onto a new adventure.

What better excuse than this would there be to go back to an old, nostalgic game from the PlayStation, and my childhood. A game that I have replayed time and time again, and was remastered for newer consoles merely one year ago.

It’s time to meet hot Dragon Daddies in the Dragon Realms, for we’re playing Spyro the Dragon.

What blows my mind even now, playing the Reignited Trilogy version for the third time, is how much the core gameplay holds up in a modern context. One might expect that a video game that was originally release in 1998 would need something more than “just” a complete graphics overhaul. Which, to be clear, was clearly a major passion project with a ton of care put into it, judging from what I see.

And while that’s not entirely true because right stick camera control functionality and “gem radar” were added to the game, in general the original skeleton is perfectly preserved in all of it’s glory. The hallmarks of an PS1-era platformer, including tons of collectibles and short, yet discreet and sectioned off levels, are here in spades. Yet, it slots perfectly in a modern day context.

The list of verbs never grows beyond the ones we start with, at least in this first Spyro game. They are, and will always be:

  • Jump
  • Glide
  • Flame
  • Charge

In addition, all of these moves are easy to pull off, requiring no more than a few button presses. Ten minutes in the tutorial level should familiarize players well enough with the mechanics that they can take on any given level. Jump over small steps, glide across distances, charge small creature, and flame large ones or ones with metal armor.

However, this does not mean that there’s no sense of escalating challenge. Rather than increase the number of moves we have access to, and the complexity of our control scheme, the challenge comes from increasing complexity in the level geometry. Where the Artisan world had a ton of easy to handle enemies and basic traversal challenges, Peace Keepers introduced more precarious an obtuse glides/terrain, which required more thinking to perform, if not technical ability.

Now that we’re in the Magic Crafters world, we’re introducing more complex enemies and enemy placements, along with terrain that shifts. In addition, the supercharge is challenging us to rethink our previously established paradigms by giving us a way to allow our charge to destroy previously indestructible obstacles.

Our core gameplay remains the same, but with the addition of new tweaks, remixing, and gimmicks to force us to put more thought in how we utilize those central verbs more effectively. You notice that in my play as well, where I’m starting to take more hits and make more mistakes the farther we proceed.

This won’t hold as we move into the sequels quite as much, but we’ll enjoy it while it lasts.

Making Magic in the Arena - Jund Junk Food

December 4th, 2019

In this post-Oko standard, it’s tempting to believe that Food is going the way of the dodo bird. After all, he was one of, if not the, most important card in the Simic/Sultai/Bant Food decks. However, there appears to be another formula out there for the archetype that has started to make the rounds.

Say goodbye to Oko Food… and hello to Jund Food.

The decklist I’m using comes from MTGGoldfish, but I swapped out a copy of Korvold, Fae-Cursed King for the extra Massacre Girl in the sideboard.


Like many of the current Rakdos Aristocrats decks out there, this deck’s primary goal is to establish the Cat Oven synergy. For those of you who aren’t familiar, that is the combination of Cauldron Familiar and Witch’s Oven. When the cat is ETBs, it pings the opponent for one and gives us one life. Then, using the Oven, we sacrifice the cat to create a food token… which we use to resurrect the cat with it’s ability. This can be be repeated every turn to place the opponent on a ticking clock, with enough incidental lifegain to keep us in the game longer than we’d ordinarily be able to.

Or… if we’d rather have cards than life, we could also bring out the Midnight Reaper. While it cancels out the lifegain from the Familiar, it allows us to speed through our deck to arrive at other pieces we may need to speed up our win before the opponent can catch up to us. Mayhem Devil also makes an appearance in this deck. This gets a trigger for both parts of the combo, when we sacrifice the cat to the oven, and then the food to the cat. In addition, it combines well with not only all of the sacrifice outlets we’re running… but also any sacrifices out opponents are either utilizing or forcing onto us. In a decent board state, the incidental triggers we get off both the these cards can keep our hand full and our opponent’s board clear of threats, since the Devil can deal damage to anything.

Trail of Crumbs is another one those pieces that can net us extra value almost on accident. If we fail to get the oven we need, it can get us an extra food that we can use to resurrect our cat. However, we can also using it to pay an extra mana whenever we sacrifice a food, for any reason, to take one of the top two cards in our deck into our hand as long as it’s a permanent. Since all of the cards in our deck are technically permanents, we will literally never miss, even if it’s just a choice between two lands.

Gilded Goose is another key piece to our deck. It is a consistent way for use to obtain Food, both from it’s ETB trigger and activated ability, which can be useful with a lot of our late game finisher cards, or to bring back our cat for just one more ping. In addition, like Paradise Druid, it’s a valuable way to fix and accelerate our mana, except at the cost of a a bit of Food.

As far as sacrifice outlets, it’s hard to deny that Korvold serves as one of the best at the top of our curve. If we have extra food or land lying around, we can easily trade it away for more power to him and an extra card in hand. Combined with his innate flying abilities, this can be enough to quickly close out a game in a few swings, or turn around a poor turn of events.

Vraska, Golgari Queen also serves as a key synergistic piece on the board. Like Korvold, we can sacrifice extra food or land we have on hand to her for cards and life. In addition, her negative ability is important removal, which we can use in order to get rid of our opponent’s low-cost artifacts, enchantments, or even planeswalkers in addition to creatures. There’s a lot of powerful card than Vraska can easily take care of the turn she comes out, which we might not have any qualms letting her die to take care of. While her ultimate is a long shot, it can easily be used to redirect aggression to her instead of us, god forbid we actually pull it off.

Liliana, Dreadhorde General is not just a powerful curve topper which can single-handedly win us the game, but she is just another synergistic piece to our ultimate game plan. Her triggered ability give us cards every time one of our creatures, like our Cauldron Familiar, dies like Midnight Reaper, but without the loss of life. In addition, she creates tokens to either build up a board or serve as sacrifice fodder to Korvold/Vraska. With her minus ability, she can kill off creatures on the opponent’s board by forcing them to make sacrifices. And while her ultimate is another long-shot like Vraska, it will be enough to end a game, since few boards can keep going when all but one land has been lost.

Lastly, as far as non-Vraska removal is concerned, we have the standard set of Murderous Riders, which you’re probably familiar with. And if the board isn’t going in our favor, we have Massacre Girl to clean up the mess.

What I like about this deck is that every piece functions so well together. Every time we sacrifice something on our board, we get something equal or greater out of it with the number of payoffs. It’s not uncommon to pop one Food token and see several triggers from multiple sources enter the stack all at once. Once the engine comes together, it’s not easy to put a stop to it.

You're All Bones - Medievil (PS4) - Finale

December 1st, 2019

At last, we have finished our great quest. The Kingdom of Gallowmere is safe from the evil clutches of Zarok and his undead army. Despite living life as a charlatan and fraud, utter incapable of defending himself, let alone his realm, Sir Daniel Fortesque has finally “lived” up to the legend, accomplishing in death what he failed to do in life.

Join us in recounting once more the ending of this epic adventure.

So, before we proceed, I have to issue 2 quick corrections.

  1. In the finale, I state that if the player doesn’t have all the Chalices, they cannot reach the end of the game because Zarok’s army will one shot them in a cutscene. While I do remember this, I cannot find any evidence to corroborate my claim. Therefore, it’s entirely possible that my memory is just a fragment of my imagination.
  2. I asserted that there was a glitch with the Ghost Ship level with made it impossible to get the Chalice. This, too, is erroneous. After the stream, I took some time to figure out what I was missing by watching someone else play through the original PS1 level. Turns out, there’s an enemy in the same area as the chalice, which I just missed. I could argue that the camera conspired against me, but bottom line is that I didn’t see them. And with that, I managed to get all of the Chalices.

And in obtaining that last Chalice, I finally show some of my favorite parts of the game. After being berated by the Gargoyles for almost all of the game, it’s such a powerful feeling to see them finally acknowledge us as a hero worthy of the title. And to commemorate our newfound status, the statue of Sir Dan has become stone, solidifying itself along with our place in the Hall of Heroes.

Should the player defeat Zarok after achieving this status, an additional scene is added to the end where Sir Dan is celebrating and frolicking with his fellows at the Hall, which you can see here:

It’s a powerful reward in the form of gratification, and a fitting end to the tale of Sir Daniel Fortesque.

As for my final thoughts, I think the team that set out to remake this game did a great job in accomplishing that task. Many of the problems that I have with the remake were problems I had with the base game with camera angles and extremely punishing platforming sections. If anything, there are improvements in that aspect with the addition of analog stick support and free moving camera in certain sections.

The updated art style and direction also does an excellent job at bringing the PS1 classic into the PS4 era. This is clearly a game aimed towards my nostalgia, and I’m not sure people unfamiliar with the PS1 game will be satisfied unless approaching it from a historical perspective. But for me, it was great to come back to one of my old favorites with a glossy new coat of paint.

Next time, we dig deeper into my nostalgia with more PS1-era platformers, with either Crash Bandicoot or Spyro the Dragon.

Making Magic in the Arena - Azorius Control

November 27th, 2019

Standard has been broken wide open. With Oko, Thief of Crowns, Once Upon a Time, and Veil of Summer sitting comfortably on the ban list, half of the top tier competitive decks have been obliterated overnight and the field is wide open for new strategies to take over.

My plan was to bite the bullet and play Sultai Food prior to the announcement. Now that the bannings have taken effect, I figured now is the best time to give an old-school Azorius Control deck a shot. It might not seem novel, but when Veil of Summer was legal, counterspells were impossible to run, completely eliminating the strategy.

Let’s see how well we do with this decklist from MTGGoldfish.

Like any control deck, our goal is mostly to stall the game long enough for us to take over with high cost bombs and superior card draw, dealing with threats to our plans as they appear.

The easiest way to address problems, of course, is to counter them before they hit the board in the first place. To facilitate that, we have a robust suite of counter-magic. Dovin’s Veto exists to neutralize the threat of a counter war, and Absorb can help with incidental lifegain. Mystical Dispute mostly exists as an artifact of the Oko-era, where a deck like this needed a quick single-mana answer to a turn two Oko. Since this video was recorded, I swapped them out for Sinister Sabotage for both the Surveil effect and to have a counter-spell that can still function well into the late game.

In the event that something dangerous does slip our net, we do have ways of dealing with that as well. Brazen Borrower can be played as the instant, Petty Theft, to bounce a piece back to our opponent’s hand and make it vulnerable to one of our counterspells once more. And even if we lack a counter, it can disrupt their tempo to buy us some additional time.

For spot-removal, we have Prison Realm to target creatures and, importantly, planeswalkers. On top of that, the Scry 1 allows us to filter our draws ever so slightly. In terms of board clears, we have 4 copies of Time Wipe. Not only does this deal with the threat of an aggressive opponent, it also allows us to return either Brazen Borrower or one of big bombs to our hand to use their enter-the-battlefield abilities one more time.

Teferi, Time Raveler is another key piece is this area, doing everything a control deck could want from a planeswalker short of a win condition. Not only does his passive prevent our opponent from casting any spells at all during our turn, but it shuts down all of their counterspells since they can only be played at instant speed. Even though most of our spells are already instants, his +1 also gives us much more flexibility, letting us wait before we commit to casting key spells like Time Wipe. With his -3, not only can be bounce key threats off the board for tempo, or our own pieces for reuse, but we also accumulate card draw for doing so.

And as far as card draw is concerned, both Gadwick, the Wizened and Chemister’s Insight will keep our hands as full as we need them to. Although Gadwick’s triggered ability won’t come it play too often, the fact that he’s a  3/3 body can give us a way to close a game if all other options fail by swinging in turn after turn once we’ve locked down the board. In the case of Chemister’s Insight, we can transform late game land drops we no longer need into playable cards we do. While it isn’t card draw in the strict sense, Castle Vantress serves a similar purpose with it’s repeatable Scry 2.

In terms of ways we can close the game, we have several options. Our Brazen Borrowers are one such option, but another is our Cavalier of Gales. The ability to manipulate our hand when in enters-the-battlefield is nice, but more importantly it is a 5/5 flyer that can attack for a swift kill in a few turns. If we’re feeling more… insidious, we can also use Agent of Treachery and/or Mass Manipulation to rob out opponents of their big win condition and use it against them to close out the game. The agent can also be bounced back to our hand with Time Wipe, Teferi, or our Borrower to use multiple times if we need to. Barring all of that, we can use Castle Ardenvale to create enough 1/1 Humans to end the game once we’ve established control.

Some players find control boring, but it’s one of my favorite playstyles. For that reason, I have a ton of fun playing this deck and I hope you do as well.

You're All Bones - Medievil (PS4) - Part 3

November 17th, 2019

Our bonely friend Sir Daniel Fortesque needs our help in his quest to rid the Kingdom of Gallowmere of the evil sorcerer Zarok. And as valiant heroes in our own right, who are we to refuse the call?

And where we are, things are looking positively eldritch.

While this PS4 version of the game is a marked improvement over the original, there are still problems with the base game that can’t really be solved in an HD rerelease no matter how much polish goes into it.

The Pools of the Ancient Dead are one such example. Although have a free roaming, easier to control camera improves the quality of life, it does nothing to make the platforming in this level any easier. And since the penalty for falling is the loss on an entire life bar, any jump is instantly much more precarious than it feels like it should be. It’s even worse when collecting the items we need to beat the level also erases bridges to make moving around even more difficult.

Fortunately, now that we’ve completed both that and The Lake, we shouldn’t have too many more difficult platforming locations. That’s about as bad as it ever gets.

We’re making good progress through the game, and with luck we’ll wrap up next session. Despite my griping and salt, it’s been genuinely fun to go through this game again since it’s been so long. The development team should be proud of themselves for the work they did on this project.

Magic: The Gathering - Commander Night Playback - Two Quick Rounds with Grismold and Mirri

November 17th, 2019

Last night’s EDH session was a short, but sweet one. While 2 of our number couldn’t make it due to illness and prior obligations respectively, the remaining three of us had enough time to get in two matches that left me feeling satisfied by the end of it.

The first match had me bring a new Voltron/Token/Aristocrats-y deck I built, based on Grismold, the Dreadsower, after seeing it perform during the game against Hapatra from last week. My opponents were Zada, Hedron Grinder and my friend’s Uzra, Lord High Artificer deck we affectionately call “Swordbot”.

Since my commander had the lowest CMC, and nobody was drawing into enough ramp to accelerate their mana, I was the first to get my commander online, deploying him on turn 3. On turn 4, I had begun to set my engine into motion by casting Pestilence. This derailed the Zada players plans, because they had intended to use their Goblin Rabblemaster to create an arm of tokens that could be pumped using Zada’s effect. Instead, those tokens swung in harmlessly into plant tokens to pump up Grismold. And if they weren’t blocked, I would simply pay one black mana to kill them all. Even once Urza had come online by deploying their command and equipment for the construct token, things were looking good for me.

After taking a swing at Urza as a show of force and to hopefully deal with him before he snowballed into a threat, and connecting without being blocked, I thought my victory was practically guaranteed. Then, to mount a defense, they played Phyrexian Metamorph as a copy of my Grismold, which meant they could block and kill my commander when combined with their construct. Fortunately, I had a solution that would set me back slightly, but still deal with the problem: Journey to Eternity.

Though it set me back to a base 3/3 power, I could now continue to safely swing into my big opponent while taking a couple of potshots from Zada’s more resilient forces like Guttersnipe and Dreadhorde Arcanist. That’s when Urza played Akroma’s Memorial, with the intention of setting up an impregnable defense against my Grismold with my own plant tokens. The problem with a card like that, though, is that is dies to removal, specifically my Acidic Slime. And with one last Grismold swing, it was down to a 1v1 between me and Zada.

Sadly, due to both my own Pestilence and Zada’s swings, I was hurting on life. Using 4 of my remaining 6, I cleared the board one more time hoping to draw into some of my lifegain. That didn’t come to pass, and Zada managed to take me out one turn away from my victory by swinging in with their commander, a few tokens which I had intended to chump block with a few of my own, and using a few pump spells like Brute Force and Run Amok to overpower me and win the game. It was a close and well fought match which could have gone either way.

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Our second and final round had me switching off to the other deck I had created for the night, a Cat tribal build starring Mirri, Weatherlight Duelist. On one of the opposing corners of the table stood the partner pair of Ikra Shidiqi, the Usurper and Ludevic, Necro-Alchemist. The other corner was taken by Pretty Fly for a Sai Guy.

The game started innocently enough. Sai was the first to get anything on the board with Chief Engineer, which would set them up nicely for turns to come. Similarly, the partners would do the same with Bloom Tender. I wouldn’t get anything on the board until turn three, with Mirri.

Once Mirri was online, I could set my gameplan into motion. While I had no blockers to stop the partners’ Varchild, Betrayer of Kjeldor, I honestly didn’t want to. The Survivor tokens would come in handy when combined with Mirri. Though they couldn’t swing back at their creator, they would help me chip away at Sai. And while that process was underway, I had managed to play Smothering Tithe to help accumulate extra mana that would prove necessary for the turns to come.

If it weren’t for Mirri, I would have been in serious danger, because the partners were starting to get on board with Yidris, Maelstrom Wielder and Wasitora, Nekoru Queen. Were it not for Rogue’s Passage, I would have been unable to safely swing into their board.

And yet, the Sai player had an even more impressive board state. Using the convoke ability of Chief Engineer, Sai’s own ability, and cards like Efficient Construction and Chief of the Foundry, they had amassed a truly impressive army of thopters. Throwing in Sharding Sphinx for more thopters and Padeem, Consul of Innovation for hexproof just made the army even more formidable. Were in not for Mirri, I would have been in deep trouble. As it stood, the partners were Sai’s only real target, so they directed the majority of their aggression in that direction…

…which was exactly how I was hoping things would turn out. Once the partners had been dealt with, I set out on my own grizzly work. With no mana to spend or cards left to play for my remaining opponent, I played Austere Command to destroy their artifacts along with both Sai and the Chief Engineer. With Unbreakable Formation, I was able to both protect and enhance my board in the process, using up all of my treasures in the maneuver. In truth, I had the combo in my hand since the first turn, but since Sai was doing all the heavy lifting for me, I gladly allowed them to build up their armies.

No cards left in hand, and their board destroyed, leaving me completely free to swing in, Sai quickly surrendered. I won with a Cat tribal deck despite only having played a single cat the whole game.

Both decks performed as well as I had hoped they would, and I’m happy to see that. I don’t usually run decks that focus so heavily on swinging in, so this was a nice change of pace.

Making Magic in the Arena - Esper Dance

November 14th, 2019

It’s been a while since we’ve stepped foot into the Arena, and it’s looking less like a place to do battle and more like a ballroom. Then again, I suppose a duel can be thought of like a dance, both contestants moving to their own rhythm.

Join me for a tale as old as time, song as old as rhyme… Dance of the Manse.

That’s right. We’re in Esper colors, and having a ball.


You can find the decklist here.
Now that Field of the Dead has been banned in Standard, and Oko, Thief of Crowns has taken its place as the dominant force in the meta, I figured we should give some other strategies a try. And early on, when Eldraine first released, this was the deck that caught my interesting. Admittedly, there are better versions of this deck these days, better equipped to handle the Oko meta, but this is the first version of the build I saw and built up to.

This deck revolves around two key cards: Dance of the Manse, from which it gets its name, and Doom Foretold, which does a fantastic job of removing threats on the board if set up properly. As long as we have permanents to sacrifice to it, we can keep it around long enough to neutralize our opponent’s board and then take cards out of hand directly.

For the reason, we run playsets of cheap 2-drop Artifacts like Golden Egg and Guild Globe. Both of them draw us a card when we play them, which can help us to work through our deck to arrive at the key pieces we need. In addition, we can sacrifice them to fix our mana in a pinch. The Golden Egg can even be consumed for extra health if we’re in our last legs.

More importantly, we can sacrifice both of them to Doom Foretold to keep in around as it slowly eats away at the key pieces our opponent has out. Because it specifies and non-land, non-token permanent, the food tokens Oko creates won’t be able to save him from us. Once we’ve sacrificed so many of our permanents and deal with our opponent’s pieces, then we use Dance of the Manse to revive all of our artifacts and enchantments as 4/4s and end them game in a few large attacks. Oath of Kaya fits neatly into strategy as well, with a powerful ETB that doubles as both removal and lifegain while serving as a potential sacrifice to Doom Foretold.

Teferi, Time Reveler has several powerful functions in this deck as well. His passive ability prevents opponent’s from casting counterspells, or anything else during your turn, which protects your plays and makes it easier to tap out for that big Dance of the Manse. But even before we get to that point, we can use his -3 to bounce one of our artifacts, like that lone Wishclaw Talisman or Oath of Kaya, back to our hand to be replayed. And with his +1, have the flexibility of casting some of our board clears like Kaya’s Wrath and Planar Cleansing on our opponent’s turn, and choose to instead dump our mana into a Dance right before it’s our turn to suddenly swing for game.

To round it out, cards like Murderous Rider and Thought Erasure are early game removal and Dovin’s Veto can be a powerful counterspell in a pinch. Legion’s End, while a leftover from the days of Field of the Dead’s reign, can still be used to take care of tokens, but it’s smarter to replace it with another Doom Foretold or something these days.

Lastly, while the mana base isn’t much to write home about, I should point out the lone Castle Vantress, whose Scry ability and be useful on our off turns. Not necessary, but could be help in a pinch.

And that’s the deck. I like this kind of control. Unlike a more classic counter deck with tons of counterspells and removal leading to be big win-con, this deck controls the game more deliberately, by constantly forcing our opponent to make sacrifices. Give a version of this deck a shot if you’re able to, and I’m sure you’ll also adore it.

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