Monday, October 21, 2013

Monday Magic - Black Devotion Template

At major Magic events over the last couple weekends, Master of Waves focused blue devotion decks have been blowing people away in Standard.  The success of these decks combined with my assumption that devotion will continue to be relevant throughout the remainder of the Theros block has inspired me to start testing devotion in some other (cheaper) colors.

On the table right now is a black devotion template.  Using only cards from Theros, I'm hoping this list can serve as the template for a block-constructed deck once the full block has been released.

As usual, I'm building this deck only from cards I actually own.  I'd like, for example, to run several copies of Hero's Downfall in place of Lash of the Whip for much cheaper, much more effective removal, but I only have one of the former.  I'd also like to run a couple copies of Insatiable Harpy to help deal with evasion and Whip of Erebos to recur my enters-the-battlefield devotion effects.  I'd also love to have a couple copies of Rescue from the Underworld for further ETB shenanigans; alas, I have none.

Here's the current list.  It's a little heavy on the upper end of the mana curve, but hopefully I can fill some of the gaps mentioned above and the next couple sets will provide a bit more for surviving the early game.

Creatures:
2 Abhorrent Overlord
3 Baleful Eidolon
4 Disciple of Phenax
4 Gray Merchant of Asphodel
1 Insatiable Harpy
2 Keepsake Gorgon
4 Mogis's Marauder
1 Nighthowler

Instants:
1 Hero's Downfall
3 Lash of the Whip
4 Pharika's Cure

Sorceries:
4 Read the Bones
3 Sip of Hemlock

Artifacts:
1 Whip of Erebos

Lands:
23 Swamp

At this point, the basic strategy is pretty straightforward: Build up my devotion by dropping permanents until I can hit Gray Merchant or Mogis's Marauder to deal tons of damage.  The Overlord is an alternate win condition, plus a sac outlet so I can recur the ETB effects if I can't win with some burst damage a bit earlier in the game.  Read the Bones helps control my draws and look for what I need, with Pharika's Cure offsetting the life cost.

To form a more effective baseline for future modifications, the changes I'm hoping to make within Theros are:

  • Add more Hero's Downfall, removing Lash of the Whip
  • Add another Whip of Erebos, probably removing a copy of Read the Bones
  • Add another early-game creature or two, removing either Pharika's Cure or Nighthowler
I intend to play a few matches with this setup to see how it goes, with particular care going towards tweaking the overall speed (this may end up being too damn slow) and seeing whether Nighthowler and Insatiable Harpy are even useful.  Either way, I think this deck will be pretty fun to play, so here's hoping it's somewhat effective, too!


Monday, October 7, 2013

Monday Magic - Let's Talk About Theros

Holy crap, I'm excited about Theros.

I was able to attend my local Friday Night Magic last week after missing both the Theros prerelease and release events, so it was my first opportunity to play with Magic's new Greek-themed set.  And I have to say - Theros made one hell of a first impression.

The Set
Sure, a lot of my excitement comes from the fact that I ended up winning the FNM draft (my first such win), but the set brings pretty sweet mechanics and feels incredibly well-balanced.  Although the Theros metagame certainly hasn't stablized, no single deck archetype appeared dominant.  Aggressive decks were a bit stronger than slower controlling decks, but I think that's just because the set is new and people don't quite know what they're doing.  In the coming weeks, I expect several dramatically different styles to emerge victorious as players get more comfortable with the set's powerful keywords.

In addition to being a surprisingly flavorful set (see Underworld Cerberus and Rescue from the Underworld) with some fabulous art, Theros is incredibly fun to play.  Each color has powerful common or uncommon removal capabilities (directly, like black's Sip of Hemlock, by fighting, like the green Time to Feed, or through combat tricks, like the uncharacteristically blue Triton Tactics), and there are a few big nasty creatures in each color, too.  As a result, it seems possible to build strong control decks and strong aggro decks in virtually any color combination; I think the metagame for Theros will be pretty exciting.

The real high points, however, are the awesome set mechanics.  Each is strong, and they all affect gameplay in significantly different ways, giving the Theros a very robust feel.

Scry is a returning mechanic that allows the player to look at the top N cards of his or her library.  After considering the options, the player is then able to put any number of those cards back on top of his or her library and the rest on the bottom.  Scry is a powerful tool for controlling the flow of the game, as it allows you to filter lands when you're looking for answers or a game-winning blow, or you can use it to guarantee land draws if you need to hit your next land drop.  It serves as pseudo card advantage, and it's a great weapon in any sort of deck.

The Mechanics
My favorite of Theros' mechanics is probably Bestow, which gives a number of creatures an interesting alternate ability.  Similar to Gatecrash's Bloodrush, Bestow lets you cast a creature as an Aura enchanting another creature.  It then grants that creature's abilities to the enchanted one, buffing the existing creature.  The biggest threat, however, is the fact that a creature cast using its Bestow cost will revert to a normal creature if its target disappears - destroying the enchanted creature leaves the Bestowed creature on the battlefield.

Following with the Greek theme of heroes, monsters, and gods, Monstrosity lets your big baddies get even bigger.  Paying the Monstrosity cost on a creature (which can be done at instant speed) will add some number of +1/+1 counters to that creature, providing some fearsome combat tricks or just a way to dump unused mana in the late game.  When many of these creatures become Monstrous, they also trigger further effects, like destroying a creature or preventing creatures from blocking for a turn.  Monstrosity turns some of your beefiest creatures into long-term investment plans, paying dividends well into the game.

To combat the set's monsters, the Heroic mechanic allows smaller creatures to engage in David and Goliath style combat.  Heroic triggers any time you cast a spell that targets one of these fearless creatures you control, and the ability provides some additional benefit, like +1/+1 counters or drawing a card.  These effects occur after any type of spell you cast, including a Bestowed creature, allowing you to draw ridiculous value from auras and battle tricks.

Finally, the gods of Theros are empowered by your Devotion to their color.  As a measure of your fidelity to a color, your Devotion is simply the number of times a mana symbol of that color appears in permanents you control.  Devotion has a number of powerful uses, from turning your otherwise passive but omnipresent gods  (like Nylea) into imposing creatures to gaining life (like Nylea's Disciple) or draining your opponent's life (as the Gray Merchant does).

Those five elements give Theros incredible depth and make it a fantastic set to play.

The Draft Deck
To give an idea of how Theros plays out, here's the deck that I ended up using at FNM:

Creatures:
1 Akroan Crusader
1 Blood-Toll Harpy
1 Cavern Lampad
1 Ember Swallower
1 Flamespeaker Adept
1 Fleshmad Steed
1 Gray Merchant of Asphodel
1 Minotaur Skullcleaver
2 Returned Centaur
1 Tymaret, the Murder King

Instants:
1 Hero's Downfall
2 Pharika's Cure
2 Spark Jolt
1 Titan's Strength

Sorceries:
2 Portent of Betrayal
1 Rage of Purphoros
1 Read the Bones

Enchantments:
1 Ordeal of Purphoros
1 Scourgemark

Lands:
7 Mountain
10 Swamp

It was a moderately aggressive deck, with many cheap creatures doing most of the work, but the bigger things like Ember Swallower give something to look forward to in the late game.  I used a little bit of everything in this deck, mostly allowing the various Scry spells to help me find the particular pieces I needed at any point in a game.  Read the Bones is unbelievably powerful, particularly while Flamespeaker Adept is on the board to take full advantage of the Scry.  Cavern Lampad did a lot of work, both while an aura and while a dude, and the Gray Merchant got me out of a couple tight spots.

All-in-all, I was able to dabble with all of the set's mechanics a bit and, with the exception of Monstrosity, I put them to good use.  I found that Scry is just an awesomely powerful mechanic, especially when attached to some basic removal spells.  I expect to see much more coherent decks as people get used to the set, though.  I'm looking forward to building decks that feature each of the other mechanics a bit more prominently in the coming weeks; it should be a great time.

The End
It seems like this set is all about getting tons of value out of your cards, and it's incredibly fun to play.  I highly recommend that everybody with the slightest interest in Magic give it a shot.

Monday, September 9, 2013

Monday Magic - Dragonshift!

Since I opened my first copy of Dragonshift during the Dragon's Maze pre-release, I have wanted to build a nasty Izzet deck with Dragonshift as the main win condition.  During my various Dragon's Maze shenanigans, I managed to acquire a full playset, which makes the dragon deck even more appealing.

The final straw came from seeing my favorite Magic Online streamer, callmechalk, build a pretty cheap (and surprisingly effective) Dragonshift deck, so I've given in and ordered my first set of singles online (it's not a huge investment, though, as some friends had given me a monetary gift with the provision that I only spend it to order cards).

Anyway, here's the deck, with primary credit going to chalk for smashing face with a very similar deck online.

Creatures:
4 Goblin Electromancer
4 Young Pyromancer

Instants:
4 Battle Hymn
4 Dragonshift
4 Shock
4 Think Twice

Sorceries:
4 Faithless Looting
4 Krenko's Command
4 Molten Birth
1 Teleportal

Lands:
7 Island
12 Mountain
4 Sulfur Falls

The basic strategy is pretty straightforward: Generate a bunch of tokens using the Pyromancers, Krenko's Command, and Molten Birth; use the Electromancer to make those spells cheaper, then Overload Dragonshift to end the game in a hurry.

Cards like Think Twice and Faithless Looting not only help find pieces of the combo that you need, they do double duty with the Pyromancers, making tokens when flashed back.  Battle Hymn raises the funds necessary to blast Dragonshift, and Shock cheaply generates tokens through Pyromancers while serving as early-game protection from pesky creatures.

While this deck is generally aggressive, looking just to get 5 or 6 tokens in play to overwhelm your opponent in one attack, Teleportal serves as a slower late-game win condition, if you can get to the point of having ten creatures in play (and you're desperate).

Teleportal is probably weakest link, followed perhaps by the Electromancers or Shocks, as those don't contribute as directly to the game plan, but I think it works pretty well as is.  Plus I don't have anything that seems to fit better, so I'll run with this for now.

As for the dual lands - I included some copies of Sulfur Falls primarily because they're pretty cheap right now; the more recently printed Steam Vents is nearly three times more costly.  I think Steam Vents are really only preferable if your starting hand has only nonbasic lands, as in that case, the Falls are guaranteed to play slowly.  Otherwise, I think Vents would be unnecessary, so I can justify the cost.

For an added bonus, this deck is currently Standard-legal, at least for a couple more weeks.  Get in there and dominate Friday Night Magic while you can!

To close it out, I want to plug callmechalk again, both for his fun stream and for the deck inspiration (and most, if not all, of the list, I honestly can't remember exactly what his Dragonshift deck runs).  Check him out if you're into Magic Online streams.

Monday, September 2, 2013

Monday Magic - Bruna the Aura Collector (EDH)

As I have gotten more experience with the EDH format, I've wanted to start using a somewhat less standard deck.  The two decks I've used to the point (Varolz, the Scar-Striped and Niv-Mizzet, Dracogenius) follow a relatively simple formula: play big nasty creatures and try to capitalize on the commander's gimmick.

Instead of building a deck that emphasizes beefy creatures, I decided that I wanted to use Bruna, Light of Alabaster as my commander.  The game plan is thus very different - buff Bruna enough to get one-hit kills on my opponents.  Running an aura-heavy deck should make Bruna a significant threat the moment she hits the field, and removal isn't a problem, as she's able to grab auras from my graveyard.

This strategy is significantly more technical than the other decks I've built, so it's going to require a lot of tweaking to get right.  (It doesn't help that I don't have too many excellent blue or white auras...)

When choosing cards for this deck, I tried to keep three basic things in mind:

First, and most obviously, I need to run a bunch of things that pump Bruna.  Along with auras, I've included some other enchantments (like True Conviction) and a few creatures that synergize with enchantments (like Mesa Enchantress).  Since I'm expecting Bruna to draw a lot of hate, I've also included a couple ways to give her haste or hexproof (Swiftfoot Boots does both) to help mitigate the damage.

Second, Bruna's converted mana cost of 6 makes her a rather late addition to the battlefield, so I need to make sure I survive long enough to get her into play.  To keep with the enchantment theme, I've tried to include passive deterrents to attack (Sphere of Safety fits well, but other effects like Dissipation Field and the much less enchanted Norn's Annex seem good, too) in lieu of powerful blockers.  I figure this is the biggest hole in my current gameplan, but we'll have to see how it works out.

Third, I need to cycle through my deck to grab as many auras as possible, and I need to make sure I hit land drops (because I expect to be spending a lot of mana to revive Bruna repeatedly).  Tossing auras into my graveyard isn't a problem, as Bruna can fetch them from there, so I've included a number of ways to cycle cards out of my hand to run through my deck (I think Merfolk Looter is the most efficient), plus some general deck stacking (like Petals of Insight).

I think the whole thing comes together reasonably well, leading to a deck that is pretty cohesive.  I have a couple ways to deal with some of my biggest threats (exiling my graveyard totally castrates me, so I'm running things like Stony Silence to block some common graveyard hate).

Here's the current build:

Commander:
Bruna, Light of Alabaster

Creatures:
Auramancer
Avacyn, Angel of Hope
Elgaud Shieldmate
Isperia, Supreme Judge
Kor Sanctifiers
Luminate Primordial
Merfolk Looter
Mesa Enchantress
Murder of Crows
Spectral Gateguards
Stoneforge Mystic
Urbis Protector

Instants:
Banishing Stroke
Sphinx's Revelation
Think Twice

Sorceries:
Divine Reckoning
Flux
Heed the Mists
Petals of Insight

Artifacts:
Azorius Cluestone
Azorius Keyrune
Fieldmist Borderpost
Mask of Avacyn
Necropouncer
Norn's Annex
Swiftfoot Boots

Enchantments:
Angelic Destiny
Cloak of Mists
Dissipation Field
Divine Favor
Drake Umbra
Eel Umbra
Eldrazi Conscription
Ethereal Armor
Ghostly Touch
Green Scarab
Holy Mantle
Honden of Seeing Winds
Indomitable Will
Insight
Knightly Valor
Lifelink
Mind Control
Murder Investigation
Oblivion Ring
Orim's Prayer
Psychic Surgery
Righteous Authority
Sigil of Sleep
Spectral Flight
Sphere of Safety
Spirit Mantle
Stony Silence
Traveler's Cloak
Tricks of the Trade
True Conviction
Volition Reins
Way of the Thief

Planeswalkers:
Venser, the Sojourner

Lands:
Azorius Guildgate
17 Island
22 Plains

Assuming I can survive the first several turns, this deck seems like it'll be a solid threat, and I think it'll be a lot of fun to play.  There's still some fat that could be trimmed, as I've included some cards that don't fit with the above considerations or deal with direct threats (or at least, they don't deal with threats very well), but I don't think I own any cards that would fit into the theme more comfortably.   I also need to get some more powerful auras (I'd definitely like to replace things like Divine Favor).  Maybe some other changes will become clear as I test the deck a bit.

Saturday, August 31, 2013

The Hiatus is Over!

Oooooooook.  The last couple months have been crazy busy for me, with some work-related travel and a number of other personal developments.  Although my schedule is still pretty hectic, it’s also a lot more predictable now, so I’m going to try to get back into the groove of things.  Here are my plans:


No More Monday Magic (at least not weekly)
For the next few weeks, I'm not going to be posting a regular Magic blog, mainly because I don't have much to talk about.  Seeing that a core set is currently in season, I don't have any crazy new deck ideas and my usual play group isn't doing a whole lot.  I do have a new EDH deck that's probably worth discussing, so I'll post that deck list on Monday, but after that, I probably won't talk much about Magic until the next set is released.

Reviews Taking Over
With Magic taking a break and my relatively busy schedule, my main writing focus will be reviews for the games I'm playing.  I've been dabbling with a bunch of random games recently, so I hope to be able to churn out some quality reviews in the next few weeks.

Plus A Regular Streaming Schedule!
My biggest goal, though, is to maintain a semi-regular streaming schedule.  I haven't quite decided on the schedule yet, but I'm hoping to stream at least three times a week.  I am definitely planning on streaming on Sundays, so you can look out for that tomorrow.  I'm thinking Mondays, Wednesdays, and/or Thursdays; I'll make the schedule pretty clear once I've set it.

And that's where I am.  I'm looking forward to putting out some new content in the next few weeks.  Until then, tschüss.

Saturday, July 6, 2013

Achievement Report - July 6, 2013

As expected, I've spread my gaming love around quite a bit this week.  Here are the happenings:

Bean Dive
I mentioned last week that I'd be participating in TrueAchievement's annual Bean Dive.  Out of fear for Team Lazy Eye's position in the GTASC, I've hastily done just that (and in the process missed the opportunity for a bunch of Games on Demand titles that were on sale this week...).  Here's what I started:

Dark Souls (PC) - yeah, I already have the Xbox version, but I got this one on the cheap during a Steam sale.  It can't hurt to have two copies of a soul-crushingly hard game, can it?
Crash Course 2 - a free game released a couple months ago, the rampant server issues had prevented me from ever playing it.  For some reason, it let me in last weekend, so I'm not complaining.
Renegade Ops - I picked this up during a recent Deal of the Week, as I've always enjoyed twin-stick shooters.  After playing for about 15 minutes, I don't yet have a strong opinion on it.
SEGA Vintage Collection: Monster World - this one is undoubtedly the disappointment of the bunch, as the Monster World games have definitely not aged well.  A tedious grind is ahead of me with this game...
Spartacus Legends - another free game.  I've never been too keen on fighting games, but the gimmicks in this one might be enough to keep me interested for a while.  Who knows?
Disney Universe - an equally valid title would be "LEGO Disney," as it follows the same formula as the LEGO games.  I'm a fan of that silly style of platforming, though, so I think I'm going to enjoy this one.
The Cursed Crusade - I grabbed this game because the synopsis sounded interesting and it was heavily discounted.  I'm not too impressed, but at least it doesn't seem like it's going to be a huge investment.
Rayman 3 HD - another special deal acquisition, I bought this one because I adore Rayman Origins.  Origins was the first Rayman game I'd ever played, so I wanted to give an earlier iteration a shot; seems like it'll be fairly fun.

A pretty pathetic Bean Dive compared to what some people are doing, and its effect on my completion percent was barely noticeable (it dropped 0.91%).  It's fun to contribute to the site-wide statistics, though, so I'm glad to have been a part of it.  Maybe next year I'll have a more exciting showing.

GTASC
It finally happened.  Nearing the end of this week's scoring period, Team Lazy Eye was at the bottom of the bracket.  We valiantly fought to push our way out of the danger zone, but in the final minutes, the team in last place (Carved Out of More Pork) zoomed ahead, bumping us down far enough for elimination.

We made it to the top 48, though, so we (barely) accomplished my goal of being in the top 50.  Maybe we'll have better luck next year.

Anyhow, beyond the Bean Dive, I spent most of my Xbox time on three games:

I continued playing Disney Universe and Crash Course 2, earning many of the achievements in each.

I also spent some more time with Nier, although I didn't do much aside from additional crafting material farming.

In the end, it wasn't enough to keep us going, but it was a fun competition while it lasted.

StarCraft II
I played a fair amount of StarCraft this week, too, knocking a good number of vs. AI matches out.  I still have a ways to go on that front, but progress is progress, eh?

Rogue Legacy
In the middle of last week, I bought Rogue Legacy.  It is one hell of a game, and I sunk a good chunk of my spare time into it this week.  I don't want to say too much about it now, as I'm drafting a review for it, but if you're interested, I streamed my first playthrough.  Check out the VODs on twitch.tv or YouTube.

And that does it for this week.  Now that the GTASC isn't on my radar anymore, I don't really have many concrete gaming goals for the next week.  I'll also be much busier in general for the next few weeks, so I may not have a lot going on until the end of the month.  Either way, I hope to have something to talk about this time next week.  Until then, tschüss.

Tuesday, July 2, 2013

Monday Magic - Game Review - Magic: Duels of the Planeswalkers 2014 (XBLA, 2013)

With the upcoming release of Magic’s annual Core set, we also get a relatively new treat from Wizards of the Coast: a new version of the Duels of the Planeswalkers game.  While Wizard’s premier Magic Online is generally the best place for computer-based Magic, but its minimalist interface and microtransaction model may prove hostile for newer players.  DotP bridges that gap, giving a sleek design and a much user-friendlier electronic Magic experience.  And each iteration of DotP has been better than the last; 2014 is no exception.

For those familiar with the series, you know what’s coming: new decks, new cards, and a new gameplay mode.  This year’s new mode is Sealed, which finally allows you to build your own decks from scratch, albeit with a limited card pool.  There are also unlockable titles and personas (in-game avatars of sorts) in addition to traditional achievements, so some fun new challenges await.

For those unfamiliar with the series, let me back up a bit.  Magic is a very deep and strategic customizable card game that pits your deck against your opponent’s in the quest to be the last player standing.  I unfortunately can’t comment on the efficacy of the in-game tutorials, as I am already familiar with Magic’s mechanics, but there are a series of tutorials (and pop-up messages the first time something interesting happens during a match) to help teach the basics.  It’s a fun game, and I’d certainly say it’s worth learning.

I can, of course, comment on everything else.  DotP is essentially an excellent Magic simulation.  The state of the game is clearly laid out in front of you, with your hand displayed at the bottom of the screen, and cards and abilities that you’re able to play are highlighted.  You can easily pause the normal turn progression to consider your next move or examine the cards on the battlefield (you can zoom in on every card in play or in your hand to read the text more easily).  It manages to streamline a lot of the gameplay while having options to allow experienced players to fiddle with some intricate details if they want, so it seems easy to adapt to your particular familiarity with the game.

But there are a few hiccups.  Selecting some cards on the field can be a little unintuitive, but some practice with the control scheme makes it second nature.  Awkwardness with choosing how to spend mana is perhaps a more vital flaw, but the game’s assumptions about the best way to spend mana tend to be pretty good; I rarely found myself needing to assign mana differently than the default option. 

Maybe the sexiest thing, though, is the fact that a few of the big bomb cards have animated illustrations.  When you zoom in on some cards, the pictures will wriggle or pan, giving really cool effects to some of the biggest creatures in the game.  While not game-changing, it’s a really cool touch.

To be fair, what happens during a match is basically the same as previous iterations of the DotP formula; the meat of the game comes in the form of preconstructed decks and the relevant game modes.

As with other DotP titles, 2014 brings along a campaign, complete with a relatively thin storyline and some moderately interesting cinematics.  This game has you teaming up with Chandra Nalaar, the preeminent red mage, in her quest to find Ramaz.  There’s not much there beyond a simple excuse to visit a variety of Magic’s well-known planes (Alara, Zendikar, Innistrad, and Ravnica are all there) to battle with cards drawn from the last several years of Magic.  The cinematics won’t blow you away (Chandra’s face is a bit on the uncomfortable side of the uncanny valley), but there are only a couple of them, and they aren’t really that important at the end of the day.

Progressing through the campaign will pit you against a variety of “encounters,” which are enemy decks that will play the exact same cards each time you face them, and several duels with other planeswalkers.  A few of the encounters are neat, employing strange tactics or starting you with some weird deficit, but most of them are just straightforward battles; once you get the hang of what’s going on, it’s easy to choose the best deck for the job.  By the end of the campaign, I was just blazing through most of the encounters anyway, so they felt more like speed bumps than exciting duels.

You’ll come across a major planeswalker representing one of the planes after completing three encounters.  These duels proceed as normal games, your deck against theirs, so battling planeswalkers is where you’ll really be playing Magic.  As in previous DotP games, each deck follows some specific theme, this time including a big Eldrazi deck, a sliver deck, and an annoying Dimir deck that insists on returning cards to the top of your library…  Defeating a planeswalker unlocks their deck for future use and also allows you to challenge one of the primary planeswalkers (Garruk, Chandra, Jace, Ajani, and Liliana) of Magic lore in a bid to earn their deck as well.

The basic campaign system is fine, although I would have liked to have seen more of the clever encounters (or just fewer encounters) and more planeswalker opponents.  There are a total of 10 decks to unlock, and they’re fun to play, even if they are a bit limited – there aren’t any decks with non-standard win conditions (so no mill), but they do a decent job of spanning the heavy aggro to heavy control spectrum.  Winning a match with a deck unlocks a new card that you can add to it (up to 30 new cards per deck), allowing some degree of customization even if you still can’t build a deck from scratch for the campaign.

Another disappointment is the overall difficulty – I approached the whole campaign on the hardest setting, and it seems like the only change is that your opponents manipulate luck.  Even then, nothing is terribly difficult for an experienced spellslinger, so easier settings for newer players probably won’t be too tough, either.

All-in-all, the campaign is pretty fun, so the complaints aren’t too serious.

Following in DotP tradition, there’s also a challenge mode, which sticks you in the middle of a game and tasks you with winning during that turn.  Very few of the challenges in this game require complex tricks, though, so they’re generally pretty easy.

The highlight of the game is the sealed mode.  Sealed gives you a set of booster packs (each containing 15 random cards) and then allows you to build a deck from those cards.  You can then progress through the sealed campaign, using your newly-constructed deck against six opponents.  It’s an incredible mode because it finally allows you to build a deck from the ground up, a feature previously unavailable in DotP.

And it’s fun.  The card pool mostly comes from the upcoming set, although there are some cards from earlier core sets shoved in there, too (probably – the new set hasn’t been completely spoiler yet).

It is, however, not unlimited.  At the outset you can only start two sealed decks, and opening additional sealed slots costs $2 each.  It’s sad that we still don’t have complete freedom in designing new decks as we please, but it’s a nice step in the right direction.

Of course, there are also multiplayer modes, allowing you to use the game’s preconstructed decks against other players, or you can test your sealed decks in online battlefields.  My only gripe on that front is the lack of obvious matchmaking ratings – it seems like you just match up with another player, not necessarily one who is on a similar skill level.  The result could be rather discouraging for newer players, particularly as time wears on and the servers are populated primarily by dedicated players.

Overall, my only other complaint is that special game modes from previous versions weren’t included in some fashion, even if only as offline custom games.  I would love to see some of these decks used in archenemy or planechase, but I certainly understand that they’d drop modes to keep from making earlier DotP titles totally obsolete.

Duels of the Planeswalkers 2014 is a great next step for casual electronic Magic games.  Although not as expansive as veteran Magic players may want, the sealed game mode brings much more freedom to the game, making it feel more like playing tabletop Magic.  While it has its disappointments, the biggest flaw is that it’s over too soon, as the slick presentation and effective execution make it almost as fun as shuffling a deck yourself and giving it a go.  At $10, I highly recommend it for anyone interested in trying Magic and seasoned players, and it’s at least worth a look for everyone else.

My Rating: 9/10 – awesome.