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	<title>Comments on: chasing the shivan dragon</title>
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	<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/</link>
	<description>Love/Hate Video Games.</description>
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		<title>By: Donald</title>
		<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/#comment-522</link>
		<dc:creator>Donald</dc:creator>
		<pubDate>Mon, 27 Dec 2010 12:30:22 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=816#comment-522</guid>
		<description>The game is a passable representation of the experience of the tabletop game. While the effort to introduce new players with low power (i.e. monocolor decks that use only basic lands and common cards) decks is welcome, it&#039;s clear that the ultimate goal of the game is to get the player interested in the real thing and buy real cards so they can start playing. And that&#039;s not necessarily a bad thing. I actually started playing MTG via the Tenth Edition demo on computer, and went on from there.

For those who want to hone their skills, the online competitive play and the puzzles are pretty nice. Nothing quite tests your ability to think under pressure like racing against a one turn clock between victory and defeat. I&#039;ll look forward to purchasing future expansions of the game.</description>
		<content:encoded><![CDATA[<p>The game is a passable representation of the experience of the tabletop game. While the effort to introduce new players with low power (i.e. monocolor decks that use only basic lands and common cards) decks is welcome, it&#8217;s clear that the ultimate goal of the game is to get the player interested in the real thing and buy real cards so they can start playing. And that&#8217;s not necessarily a bad thing. I actually started playing MTG via the Tenth Edition demo on computer, and went on from there.</p>
<p>For those who want to hone their skills, the online competitive play and the puzzles are pretty nice. Nothing quite tests your ability to think under pressure like racing against a one turn clock between victory and defeat. I&#8217;ll look forward to purchasing future expansions of the game.</p>
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		<title>By: Andrew</title>
		<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/#comment-521</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Fri, 26 Jun 2009 19:10:13 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=816#comment-521</guid>
		<description>Yeah, that blue deck is pretty brutal. You have to know your stuff when using that one. 

And that kind of folds in to what we&#039;re talking about. To me, each deck included with the game was built to highlight the strengths of each color. Need Life and lots of monster buffs? Use White. Need big offense? Use Green. Like counterspells/cancels? Use Blue, etc. Yes, there are equivalent cards in each color if you broadened the scope of cards to choose from, but for an &lt;i&gt;essential&lt;/i&gt; version of this game, I think this approach works really well. 

There were a lot of expectations from experienced MTG players for what this game should be. It&#039;s a representative sample of what &lt;i&gt;playing&lt;/i&gt; MTG is like. And as that, it succeeds.</description>
		<content:encoded><![CDATA[<p>Yeah, that blue deck is pretty brutal. You have to know your stuff when using that one. </p>
<p>And that kind of folds in to what we&#8217;re talking about. To me, each deck included with the game was built to highlight the strengths of each color. Need Life and lots of monster buffs? Use White. Need big offense? Use Green. Like counterspells/cancels? Use Blue, etc. Yes, there are equivalent cards in each color if you broadened the scope of cards to choose from, but for an <i>essential</i> version of this game, I think this approach works really well. </p>
<p>There were a lot of expectations from experienced MTG players for what this game should be. It&#8217;s a representative sample of what <i>playing</i> MTG is like. And as that, it succeeds.</p>
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		<title>By: n0wak</title>
		<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/#comment-520</link>
		<dc:creator>n0wak</dc:creator>
		<pubDate>Fri, 26 Jun 2009 18:32:03 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=816#comment-520</guid>
		<description>Oh, I know. Sealed deck tournaments and Booster Drafts were my favourite way to play MTG because they didn&#039;t need that massive up-front investment. And while certainly the luck of the draw was a big factor in those tournaments, you still could modify your deck to suit your needs. Magic is all about managing, and minimizing, luck. If you can&#039;t change your deck, you can&#039;t do a whole lot and you&#039;re dependent on what you&#039;re given. This doesn&#039;t really paint the picture of what the game is really about.

But mostly I&#039;m annoyed that I can&#039;t do any direct damage with the blue deck :</description>
		<content:encoded><![CDATA[<p>Oh, I know. Sealed deck tournaments and Booster Drafts were my favourite way to play MTG because they didn&#8217;t need that massive up-front investment. And while certainly the luck of the draw was a big factor in those tournaments, you still could modify your deck to suit your needs. Magic is all about managing, and minimizing, luck. If you can&#8217;t change your deck, you can&#8217;t do a whole lot and you&#8217;re dependent on what you&#8217;re given. This doesn&#8217;t really paint the picture of what the game is really about.</p>
<p>But mostly I&#8217;m annoyed that I can&#8217;t do any direct damage with the blue deck :</p>
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		<title>By: Andrew</title>
		<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/#comment-519</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Thu, 25 Jun 2009 16:41:16 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=816#comment-519</guid>
		<description>@n0wak:

I initially had the same impression as you when I first played the game. It felt like I had been given a starter deck and that was all I was allowed to use, regardless of how crappy it was. I can also understand the frustration behind the construction of the included decks: personally, I hate the Green deck because of all the fucking Wurms in there that always seem to come out when I&#039;ve assembled my finishing strategy with White. It&#039;s easier for new/inexperienced players to get carried away with summoning giant monsters and use the brute force approach, which almost always wins. This is frustrating for the veteran, who wants to play a more thoughtful or challenging game.

But to say that deck building takes away half of the point of this version of the game? I&#039;d disagree. In some tournaments, players are given sealed decks that they must assemble the first day, and they play with it for the remainder of the tournament. &lt;i&gt;Duels&lt;/i&gt; short circuits the deck building process and just gives you a few that have a very good chance of winning, and sets you on your way. In the Single Player mode, the initial challenge is learning these new decks and what they can do. Then, later on in the campaign, taking advantage of the ones that have been unlocked to suit your opponent.

Indeed, &lt;i&gt;Duels&lt;/i&gt; relies heavily on luck, but as I said about the Challenges in the original post, there always seems to be a way to pull off a victory at the last second because &lt;i&gt;you just drew that card you needed&lt;/i&gt;. I think the biggest problem is with the initial draw, because I found I was getting either too much mana or too little. This usually decided the outcome of the game (ie. I would LOSE). If Stainless tweaked that with a patch, I think it would be in pretty good shape. 

I like that &lt;i&gt;Duels&lt;/i&gt; is pre-packaged, and cannot change. My biggest worry about this game is that there is potential for DLC that contains more cards, or new decks. I doubt there is much money in it (how much staying power this game has remains to be seen), but for players that go online it has the potential for the same problems I mention in the post. I&#039;m sure there&#039;s a way to match players that are playing with the core decks versus DLC decks, but then again, how much architecture is Microsoft and Stainless willing to put in place for this game? 

@thesimplicity

Really? You&#039;re going to namedrop Ajani Goldmane and Chandra Nalaar to a non-&lt;i&gt;Magic&lt;/i&gt; player that has played the XBLA game? Somehow I doubt this proclamation carries the same weight as beating a boss or level in what would be considered a &quot;standard&quot; video game. You&#039;re fighting the deck, not the avatar – there&#039;s no need to disguise it, especially if someone is already familiar with the CCG. I still think a vanilla AI that selects a deck at random out of the cards available in-game would have made the Single-player mode more satisfying, because you &lt;i&gt;wouldn&#039;t&lt;/i&gt; know what you were up against. Plus, no dealing with online matches that end early because someone is losing. 

Also: pixie dust on a Canadian strip club? Nice.</description>
		<content:encoded><![CDATA[<p>@n0wak:</p>
<p>I initially had the same impression as you when I first played the game. It felt like I had been given a starter deck and that was all I was allowed to use, regardless of how crappy it was. I can also understand the frustration behind the construction of the included decks: personally, I hate the Green deck because of all the fucking Wurms in there that always seem to come out when I&#8217;ve assembled my finishing strategy with White. It&#8217;s easier for new/inexperienced players to get carried away with summoning giant monsters and use the brute force approach, which almost always wins. This is frustrating for the veteran, who wants to play a more thoughtful or challenging game.</p>
<p>But to say that deck building takes away half of the point of this version of the game? I&#8217;d disagree. In some tournaments, players are given sealed decks that they must assemble the first day, and they play with it for the remainder of the tournament. <i>Duels</i> short circuits the deck building process and just gives you a few that have a very good chance of winning, and sets you on your way. In the Single Player mode, the initial challenge is learning these new decks and what they can do. Then, later on in the campaign, taking advantage of the ones that have been unlocked to suit your opponent.</p>
<p>Indeed, <i>Duels</i> relies heavily on luck, but as I said about the Challenges in the original post, there always seems to be a way to pull off a victory at the last second because <i>you just drew that card you needed</i>. I think the biggest problem is with the initial draw, because I found I was getting either too much mana or too little. This usually decided the outcome of the game (ie. I would LOSE). If Stainless tweaked that with a patch, I think it would be in pretty good shape. </p>
<p>I like that <i>Duels</i> is pre-packaged, and cannot change. My biggest worry about this game is that there is potential for DLC that contains more cards, or new decks. I doubt there is much money in it (how much staying power this game has remains to be seen), but for players that go online it has the potential for the same problems I mention in the post. I&#8217;m sure there&#8217;s a way to match players that are playing with the core decks versus DLC decks, but then again, how much architecture is Microsoft and Stainless willing to put in place for this game? </p>
<p>@thesimplicity</p>
<p>Really? You&#8217;re going to namedrop Ajani Goldmane and Chandra Nalaar to a non-<i>Magic</i> player that has played the XBLA game? Somehow I doubt this proclamation carries the same weight as beating a boss or level in what would be considered a &#8220;standard&#8221; video game. You&#8217;re fighting the deck, not the avatar – there&#8217;s no need to disguise it, especially if someone is already familiar with the CCG. I still think a vanilla AI that selects a deck at random out of the cards available in-game would have made the Single-player mode more satisfying, because you <i>wouldn&#8217;t</i> know what you were up against. Plus, no dealing with online matches that end early because someone is losing. </p>
<p>Also: pixie dust on a Canadian strip club? Nice.</p>
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		<title>By: thesimplicity</title>
		<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/#comment-518</link>
		<dc:creator>thesimplicity</dc:creator>
		<pubDate>Thu, 25 Jun 2009 01:45:27 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=816#comment-518</guid>
		<description>Great, great summary.  I avoided all other reviews while I was writing mine, but rushed over here right after publishing it to see what you thougt.

I have to disagree with your opinion on Planeswalkers... I think they actually add interest to the game where it is needed (trying to conquer the single player campaign). It&#039;s like Ridley or Kraid in Metroid:  you drop the name so that other players will know what you&#039;re up against.  Telling someone you fought a black and red burn deck just isn&#039;t the same.  

I tried playing Magic Online when 9th Edition came out and found it unbearable.  It waits for confirmation from both players after every single phase?  It was like pulling teeth.</description>
		<content:encoded><![CDATA[<p>Great, great summary.  I avoided all other reviews while I was writing mine, but rushed over here right after publishing it to see what you thougt.</p>
<p>I have to disagree with your opinion on Planeswalkers&#8230; I think they actually add interest to the game where it is needed (trying to conquer the single player campaign). It&#8217;s like Ridley or Kraid in Metroid:  you drop the name so that other players will know what you&#8217;re up against.  Telling someone you fought a black and red burn deck just isn&#8217;t the same.  </p>
<p>I tried playing Magic Online when 9th Edition came out and found it unbearable.  It waits for confirmation from both players after every single phase?  It was like pulling teeth.</p>
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		<title>By: n0wak</title>
		<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/#comment-517</link>
		<dc:creator>n0wak</dc:creator>
		<pubDate>Wed, 24 Jun 2009 20:15:55 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=816#comment-517</guid>
		<description>I dunno, I still think that the lack of any deck building is a huge omission. Or, more so, even the limited customization options for the built in decks. I understand the reasoning for it and can appreciate making the game accessible for newcomers and old returners (like me too; though, coincidentally, I started with Ice Age), but not having it at all, if even just for matches against friends, takes away half of the point of the game. That meta-game is as important to Magic as the actual playing of it.

And if my impressions of Magic were solely through this, they wouldn&#039;t be all that positive. Besides, none of the available decks suit my playing style and, I find, they are (partly because how they&#039;re all balanced) a little too luck dependent for my tastes. Newcomers might be frustrated by that, I think. While luck is a factor of the game, good deck building can minimize that and not having ability makes the actual games more of a crapshoot than they should be.

Coincidentally, since I have no interest in sitting in a dungeon with smelly nerds to play M:TG, this game IS a good promotional item: it makes me want to play a competitor, Culdcept, again. A game in which I *can* customize my deck and I can still find something new to do after the initial novelty wears off. Unlike Duels.</description>
		<content:encoded><![CDATA[<p>I dunno, I still think that the lack of any deck building is a huge omission. Or, more so, even the limited customization options for the built in decks. I understand the reasoning for it and can appreciate making the game accessible for newcomers and old returners (like me too; though, coincidentally, I started with Ice Age), but not having it at all, if even just for matches against friends, takes away half of the point of the game. That meta-game is as important to Magic as the actual playing of it.</p>
<p>And if my impressions of Magic were solely through this, they wouldn&#8217;t be all that positive. Besides, none of the available decks suit my playing style and, I find, they are (partly because how they&#8217;re all balanced) a little too luck dependent for my tastes. Newcomers might be frustrated by that, I think. While luck is a factor of the game, good deck building can minimize that and not having ability makes the actual games more of a crapshoot than they should be.</p>
<p>Coincidentally, since I have no interest in sitting in a dungeon with smelly nerds to play M:TG, this game IS a good promotional item: it makes me want to play a competitor, Culdcept, again. A game in which I *can* customize my deck and I can still find something new to do after the initial novelty wears off. Unlike Duels.</p>
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