Once a month, give or take, my friend Marshall invites a
number of people over to play Magic. For the most part, these are people who
met during our stint playing World of Warcraft, and a good time is had by all.
When we started, one of the most common formats for us to play was “Color War”.
The rules were fairly simple. Using preconstructed decks that Marshall provided
– all monocolored – you would sit in color order around the table: WUBRG. Your
goal was to kill the two people across from you, and you won when both of them
were eliminated.
There were a number of other rules, clarifying who was an
opponent, and who were your allies (allied colors), but the important thing was
really how Marshall balanced the five decks against each other. The Color War
decks are lovingly updated each time a new set comes out, but always careful
not to increase their power level too much. When it was discovered that blue
could go infinite on mana and Capsize-lock the board (by casting and buying
back Capsize an arbitrarily large number of times) the deck was altered to
weaken it. Now, the end result is that the five decks are each paragons of
their color, featuring all-stars like Morphling.
A while ago, I had an idea – well, a set of ideas – all rotating
around the central core of a ‘new’ color war. It wasn’t that I disliked
Marshall’s decks – far from it. I think they’re spectacular. I just wanted to
try my own hand at a similar, but mostly non-rotating endeavor. The conclusion
I came to?
Shard Wars
For those of you who are unaware, Alara was the central
location of the Shards of Alara block. In ancient times, a battle between Asha
and Malfegor sundered the plane into five parts, each devoid of two types of
Mana. Bant lacked Black and Red, Esper was without Green and Red, Grixis devoid
of White and Green, Jund eschewed White and Blue, and Naya forsook Black and
Blue. The result was five fully fleshed out worlds, each highlighting a
completely different style of play. With abundant mana fixing, playing three
colors wasn’t difficult at all, and the mechanical ties that bound each shard
together rewarded strong synergistic play.
Exalted - get more of it. |
For those who don’t know about imperfect symmetry, you
should watch Penny Arcade’s recent discussion on the topic (Here). The
basic concept is that in order to have a balanced game, one does not need to
create it like chess – with everyone having equal resources. You can instead
make multiple completely different forces that happen to pair well against each
other. Diplomacy is a good example of this, if you’ve ever played that
(exceptionally good) board game. The Starcraft series is another spectacular
example, and even World of Warcraft could invoke the concept – with 8 classes
of varying skills and talents, the end goal is still to have each able to
complete their goals in a manner individual to that class.
I spoke to Marshall, and he thought that it was a great
idea as long as we differentiated it from Color War significantly enough that
one did not necessarily obsolete the other. Neither of us wanted to put
significant work into this format only to have it be ignored for one that
already exists, and neither of us wanted all of Marshall’s hard work on the
Color War decks to be squandered.
This isn’t a topic that I can fully treat in a single
article, so I’m just going to go over some of my initial ideas to try and show
how I approach creating a format.
The Format
Kresh wouldn't mind bashing in some Grixis and Naya Skulls. |
All of that is very important, and I haven’t worked any
of it out at all because I’ve been focused instead on something that I
personally think is much more important to the overall endeavor.
Each deck needs a flavor.
It would be easy for me to throw all the cards affiliated
with each shard into a deck and call it a day. It wouldn’t be balanced, but we
could work on that and get it roughly to a balanced state. That, however, is
not what I’m planning on doing. Instead, the core of the deck should be a key
interaction – one thing that each deck really wants to do above all else.
In the original block, each Shard had a mechanic
associated with it.
Bant: Exalted
Esper: Colored Artifacts
Grixis: Unearth
Jund: Devour
Naya: ‘Gargantuan’ (Power > 5)
Now, three of those seem like a reasonable thing to set a
deck around. Exalted is a great mechanic, and pushes a player towards a very
specific style of play that fits thematically with the Shard itself. We’re
definitely keeping it as Bant’s Flagship mechanic. Grixis’ Unearth functions similarly.
With a bunch of sacrificial and board wiping effects to keep things down,
Grixis keeps coming back. Jund’s Devour mechanic seems harder to work around,
but with a token generation subtheme (and some help from the new commander
decks) we can probably make it work.
We get it. You're overpowered. Relax. |
Look at me! I'm pretty and have no mechanical identity! |
The core concepts that belong to each deck are critical,
but cycles will also play a major role in establishing the flavor of the decks.
Luckily, Alara has no want for cycles. (MTGSalvation
Wiki) With 19 direct cycles in the first set alone, we shouldn’t have any
problem finding flavorful options there.
The whole set need a lot of work, but once we get the
overarching themes down, Marshall and I will be discussing what the actual
format we’ll be playing is, and how we can make it a special and unique
experience for all.
Do you have any suggestions for the Shard War decks?
Ideas that could be incorporated? Have you seen something that I haven’t seen?
There’s a good chance that you have, and I’d love to hear about it via Twitter (@ajrula), email (andrewrula AT gmail.com)
or just through reddit comments!
This weekend, I’ll be in DC, visiting with some friends,
so no magic. But on Tuesday, Deckbuilding 101 returns with a look at building a
deck you’ll love - and why that's the best option at your next tournament.
Hey there! Cool format idea.
ReplyDeleteI think if you're going to be doing balance work with the Extra Credits video in mind, it's worth reading David Sirlin's semi-counterpoint to EC: http://www.sirlin.net/blog/2012/7/18/a-discussion-of-balance.html
Hey man,
DeleteThanks for the kind words. I just read Sirlin's counterpoint (and I've read his work before, in "Playing To Win" . Big fan. Thanks for pointing me to that article.
I get what he's saying, and there's a good chance that we'll be able to get some aspect of customization into these mostly preconstructed decks. Someone mentioned that if I built them as EDH decks, that I could have 3-4 possible commanders in the deck, and the player could pick one at the start of the game. Since the decks would be given out randomly (as is our group's custom) this allows us to have variability from game to game.
I think it's important to note that ultimately, the goal is to balance these decks against each other. Marshall has been able to do so, more or less, with constant tuning of them. These decks would also be tuned (and playtested heavily before the actual release!) to make sure each deck, when played in a coherent manner, has a good chance of winning - how they win though, is really the source of difficulty for me.
Thanks for the comment.