A Magical Huffalump Resides Here: Companion makes decks more playable

A Magical Huffalump Resides Here

My name is Ed, I am a programmer. Just another dude with another blog. I like MTG, Open Source (more towards FREE software). I like sports, and eventually I hope to do business and do good for the world in general. This blog is gonna be about Magic The Gathering. Decklists and snippets will be posted here. It may lead somewhere or nowhere, as with all things arcane, that was bloody obvious =)

Wednesday, May 13, 2020

Companion makes decks more playable

Another thought that came to mind about Companion as a mechanic is that it makes certain decks more playable.

Or it can be used to make games more playable in general.

Why? Because it is a guaranteed effect.

When? thats probably the mana costing portion.

What I had in my mind was Treefolk (cos the tribe really sucks :P) Then today I just realised this was a card!!

Kaheera, the Orphanguard

Essentially, it is a lord effect for cats that you can fetch once you hit 3 mana.



Thats pretty compelling. It can be used to shore up deck archetypes!


But not just that, properly tweaked, Companion can be used to ease Magic's playability issues, such as mana flood or mana choked. Maybe a Companion was a land, that fetch two more basic lands, but can only be played on the first turn, or can only be played on X turn, etc you get my drift. Mana flood, maybe sac up to two lands to draw two cards? Something like that.


Companions is Compelling design space.

It essentially adds, a guaranteed effect, WHEN you want it (restricted by mana and text of course).

That is very compelling strategically.

I think thats why Lurrus feels broken. You play it when you need it most. It comes down at the right time. Strategically. Now that is something players must consider. But it is new. And many cannot accept that. Is that right though?


It can be used to shore up and strengthen deck types.
It can be used to hose decktypes or strategies.
It can also be used to smooth out general gameplay issues.


I am still of the opinion that Lurrus is not broken. It probably could be weaker than it currently is, but its not the end of the world.

You know, in real life, what your boss would say you are if you had a problem but did not even try to find a solution for 3 weeks and then decided the problem is unsolvable. Yup.


Anyways.


Companion is very compelling design space, I think WOTC probably jumped the gun with Lurrus. They probably should have priced it higher or released it later with other compelling designs, or a card that hoses it. As  it is , there interest in it is causing it ubiquity. We cannot tell that it is broken, we can only tell that it is good. But that is enough to give it the death row these days. So a hoser is a must these days if you are gonna print a strong card, cos the tournament players just cannot take it. They are unable to think and find solutions. If they cannot see an obvious solution in five minutes, it is broken. And the internet of echo chambers take over. It is sad. But it is what it is. Yes thats how dumb it is :p


Kaheera, the Orphanguard is probably the best that tournament players can accept, understand and ultimately deserve.

Good luck wizards.


Now go ban the hell out of Companions.


Labels: , , , ,

0 Comments:

Post a Comment

<< Home


Take the Magic: The Gathering 'What Color Are You?' Quiz.

HTML Hit Counter
HTML Hit Counter

Click Here to Advertise on my site
Firefox 2
//online countries Page Rank Tool
Support Wikipedia