Friday, August 2, 2019

BIGGEST THREAT OR LOW HANGING FRUIT

        The group dynamic is a very curious thing indeed. At times we will each get on each other's last nerve, and occasionally one of us may even get a little bit salty. In spite of this, we each come back to the game week after week. We all know it is just a game, and we all know we are friends first and foremost. We don't talk politics. We don't talk religion. We do speak of semantics, and then resource the rules database if necessary. Most of us have been playing since before it was possible to access the rules online. In fact, in 1993 or 1994 when many of us began playing the game, the word, "Online" was not in common usage, if it was in use at all. At least one of us would have a copy of the rule book at hand. In addition to the sometimes colorful semantic arguments, we will speak of ethics, for we are honorable in our gameplay and hold disdain for cheating. We each want to win for that is the point of competition. We want to win by using every cunning, devious, vicious, inventive, and sometimes witty means at our disposal, but not one of us ever wants to win by dishonesty.

        Team Dishman most often plays the Melee format. Melee is pretty much anything goes, and in any direction, ideally and frequently in all directions simultaneously. A Melee is an interesting dynamic to say the least. The ultimate goal for each player is to be the last man standing; victorious. However, very curious things may occur in this Australian Rules form of play. Logic is part of the game. Mathematics are part of the game. Randomness is part of the game, and the random element is not only restricted to a well shuffled Library. There is a random element to the human dynamic; an element of chaos.

        Each player has weaknesses and strengths in understanding the interaction of cards/deck construction, psychological manipulation of other players, timing, and a multitude of other factors. We are each dangerous in our own right, and have each won our fair share of games over the years. A frequent statement made in this group, perhaps even an axiom for its excessive use is, "Kill Rob first." It is not necessarily that Rob is the most dangerous player, although it could be argued that he is. It is that Rob seems to be able to step into a pile of manure and come out smelling like a rose. Rob's nickname is, "One mana short," but the one reference to Rob does not seem to exclude the other. It is very curious indeed, almost fuel for a lengthy philosophical discussion.

        Typically, depending on who shows up to play, there are between four and eight players in a Team Dishman Melee. We have had as many as ten or twelve, and at times it will dwindle down to three players, which I guess is not so much a Melee as a "la magie à trois." There are many considerations for action and reaction during a game, but one decision you will often face is whether to go after the biggest threat, or the low hanging fruit. There are so many random elements in a game that often the best strategy is to play the man rather than playing the ball. Slight of hand and misdirection are key to strategy too. If you decide to go after the biggest threat, the other players may dogpile and help you eliminate the threat. It is also possible your other opponents will simply sit back comfortably and watch while the offended player retaliates against you. This is not uncommon if you are also perceived as a threat. It is a two-fold response as your threat potential is reduced, and the biggest threat may now be vulnerable after expending resources against you. So perhaps it would be best to go after the low hanging fruit. Again, the others may join in to pummel this easy target. If this happens, you have started a cascade effect that may reveal vulnerabilities of your other opponents. At the very least, with minimal effort you have enticed them to expend resources on actions that do not target you. However, your opponents may each just sit back and watch you commit your resources to this cheesy, merciless action, or worse, come to the aide of your target. Yes, it matters which cards you put in your deck. Yes, it matters whether or not you have the right cards in hand, or if you top deck the perfect card at the perfect moment, but chaos is ever vigilant in the wings. It is a common tactic to create havoc in the game state for no particular reason other than simply that, to stir things up, confuse the cat, and see what happens. The bottom line is that you must do something. You cannot always rely on your opponents to remove each other from the game. It will happen at times, but no matter how quiet you are, someone will notice you. Someone will take action against you. You must be ready, and often it will be necessary to take the offensive. So what's it gonna be? What are you going to do? When it is time to test your mettle in Magic: the Gathering, will you go after the biggest threat, or the low hanging fruit?

Saturday, December 15, 2018

GLORIA

15 December 2018


The Birth of Gloria


This is the tale of the birth of a format. It has been said that necessity is the mother of invention. This format was created of necessity, because even gamers need to sleep once in awhile. It all begins one Sunday evening in Winter circa 2012. It was our regular Sunday night game and it was after 9:00 pm when we finished a Grande Melee with 6 or 7 players. Someone said, "I think we have time for one more quick game," and we all agreed. Unknown to us until it was too late, our host pulled out his Stasis deck. It could have been as he said later simply a random thing, but most of us feel he did it with some sort of malevolence, whether consciously or subconsciously. Regardless of his motivation, the "...one more quick" game dragged on for three and a half hours before we killed the host and could go home. Yes, we were all tired, but this man needed to be punished for his misdeed, so we all chiseled away at him until we drove him to zero. I don't even remember who won the game. It wasn't important. The important thing was that our host lost.

So, enough of the preamble. Necessity demanded that we come up with a format that could be called upon when time grew short. We decided the easiest response was to have everyone play mono-red decks. It was great.... fun, fast, and furious. The stacks could get a little tall once the sparks began to fly around between 6 or 8 people, but we managed to get a handle on it. Someone at a game said we should play, "All red" instead of mono-red. I immediately thought of the scene in the movie Rat Race where Gloria Allred just appears out of nowhere when a woman slips and falls in the hotel lobby. So I thought, Allred... Allred..., and then I said aloud, "We'll call it GLORIA." So now, when the evening is dragging on and we are about to wrap playing for the day, we may play a few hands of GLORIA. Games last about 3 to 7 minutes, although occasionally they may drag on a bit when everyone is waiting to respond to the first aggressive action. When you get a game like that, once someone casts the first barrage, the stack begins and everyone starts burning up low hanging fruit.

Eventually, I began writing the rules for the format as codification was needed. We're playing mono-red with artifacts allowed. Some idgit (remember the Stasis guy?) decides to put Dragon's Claw ("Whenever a player casts a red spell, you may gain 1 life.") in his deck, and we decided that was a bit excessive, bordering on cheating, and definitely not in the spirit of the format. We are still discussing variations on the theme as some members feel Hybrid cards should be allowed, while I feel that is antithetical. When I set out to codify the rules for the format, I researched rulings for other formats. I always begin with Vintage rules as the basis, but for this format, I also resourced the Commander format which does not allow Hybrid cards to be used unless all colors in the hybrid are found in the Commander. Since this format is Red and Colorless only, it is logical to not allow Hybrid cards. It is still under discussion and we may create a GLORIA II format which would allow for Hybrid cards, and maybe some other variations.


The rules as they currently stand...

M:TG GLORIA

(ALLRED)

VER: 28OCT2017

Codified rules on GLORIA.


01: ALL RED.

No other colors are allowed. This means no hybrid cards, and no cards that include a second (third, fourth, or fifth.) color (either for casting or activated abilities). Artifacts and Devoid cards following these rules only are acceptable.



02: NO EXCESSIVE LIFE GAIN.

While life gain is advantageous, and should not be ruled out completely as the nature of the format encourages finding an edge, continuous life gain is unbalanced and should not be part of any GLORIA deck. Excessive life gain also prolongs the game and defeats the whole purpose of the format.


BANNED LIFE GAIN CARDS:

Dragon's Claw

Staff of the Flame Magus

Paradise Plume

Prism Ring


RESTRICTED (Limited to 1 in any GLORIA deck) LIFE GAIN CARDS:

Sun Droplet

Elixir of Immortality

Pristine Talisman

Zuran Orb

Angelheart Vial


03: RATIO RED/COLORLESS

Red spells should make up at least 75% of the deck, with colorless spells (excluding land) no more than 25% of the deck.


Example: A 60 card deck with 20 land could have a maximum of 10 colorless spells and a minimum of 30 red spells.



04: CLARIFICATIONS

Creatures with Protection are allowed. Creatures with landwalk abilities, or cards that give creatures landwalk abilities are allowed.

John Lee Hunter [for Team Dishman]

BIGGEST THREAT OR LOW HANGING FRUIT

        The group dynamic is a very curious thing indeed. At times we will each get on each other's last nerve, and occasionally one of ...