Wording tweaks
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## What *Nicol Bolas, Archenemy: Reimagined* is trying to do
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After playing the original *Nicol Bolas, Archenemy* several times in our playgroup, we found several glaring issues with it:
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After playing the original *Nicol Bolas, Archenemy* numerous times in our playgroup, we found several glaring issues with it:
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* There was far too much variance with the Bolas deck, especially in the (typical of Wizards) very weak manabase, often getting mana-flooded or, paradoxically, mana-screwed. This made playing the deck frustrating.
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* The deck based way too much on the Schemes; unless those went off in just the right way, the deck was quite weak, but since they were random, often I'd get 1-2 dud schemes in a row followed by a good one that was too little too late.
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* The deck based way too much on the Schemes; unless those went off in just the right way, the deck was quite weak, but since they were random, often we would see 1-2 dud schemes followed by a good one that was too little too late.
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* The Gatewatch decks weren't swingy *enough*. After 5-7 turns they were able to consistently mow down anything the Bolas deck did, even in the face of Schemes and big pain cards like `Cruel Ultimatum` or `Nicol Bolas, Planeswalker`.
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* The games were really short, barring long decision-making sessions among the Gatewatch: games rarely went longer than 7-8 turn cycles before an obvious conclusion was inevitable (invariably, Bolas losing).
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* With all those issues, out of 7 total completed games, Bolas lost every time, with about as many more scoops due to an obvious incoming loss. While that has a certain flavour ring, the product was reflecting the early parts of the War of the Spark storyline where Bolas *won* consistently, so this felt off, and was of course quite unfun to play as a result.
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* Thus, the goal here was to power-up the Bolas deck a bit, and ensure it was a bit more balanced with where the Gatewatch decks would be in the mid- to late-game, with the ideal goal of a 50/50 win rate across many sessions.
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* With all those issues, out of 7 total completed games, Bolas lost every time, with about as many more scoops due to an obvious incoming loss or very poor mana situation by turn 4-5. While that has a certain flavour ring, the product was reflecting the early parts of the War of the Spark storyline where Bolas *won* consistently, so this felt off, and was of course quite unfun to play as a result.
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Thus, the main goal here was to power-up the Bolas deck a bit, and ensure it was a bit more balanced with where the Gatewatch decks would be in the mid- to late-game, with the ideal goal of a 50/50 win rate across many sessions.
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Additionally, there were some aspects that weren't exactly issues, but that we wanted to change:
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* We wanted to expand towards the later part of the Bolas Arc, specifically the War of the Spark itself. Combined with the repowering of the decks, we felt like this would be a major flavour win, as we could decide the outcome of his entire plan with the game as well as add some more cool things.
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* We wanted to expand towards the later part of the Bolas Arc, specifically the War of the Spark and invasion of Ravnica itself. Combined with the repowering of the decks, we felt like this would be a major flavour win, as we could decide the outcome of his entire plan with the game as well as add some more cool things.
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* We really wanted Bolas to be commanding the Dreadhorde here, with much more of a Zombie/Amass theme and adding Liliana to his deck to represent her turning by Bolas at the climax of the story.
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* We wanted the ability to mix-and-match some more Gatewatch members to allow either more players in one game, or more variety between games; at the very least, we wanted Jace as a playable deck too. For the first iteration, this is adding Jace, but future iterations may add one or two more (shortlist: Teferi, Kaya, and Ajani in that order).
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* We wanted a Commander-like deck structure; not just for the singleton aspect, but also for the ability to repeatedly bring out the key Planeswalkers over a longer game. Also, given Wizards of the Coast's move in the last ~6 years towards extensive Commander support, we felt this is more like how the product would look if produced "today".
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* We wanted the ability to mix-and-match some more Gatewatch members to allow either more players in one game (up to 4-vs-1), or more variety between games.
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* We wanted a Commander-like deck structure; not just for the singleton aspect, but also for the ability to repeatedly bring out the key Planeswalkers over a longer game. Also, given Wizards of the Coast's move in the last ~6 years towards extensive Commander support, we felt this is more like how the product would likely look if produced today.
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Thus, *Nicol Bolas, Archenemy: Reimagined* is a complete "product" like the original *Nicol Bolas, Archenemy*. The Scheme deck is unchanged from the original, and all 5 player decks are newly designed, while including all cards that were present in the original decks where applicable for flavour reasons and to assist in deckbuilding.
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Future iterations might add more Gatewatch decks (on the shortlist are Ajani Goldmane, Kaya Cassir, and Teferi Akosa), but for now we feel that 5 decks (one more than the original *Nicol Bolas, Archenemy*) is enough and that those 3 planeswalkers would overlap a little too much (with all of them featuring White mana and, at least for Ajani, a major overlap with Gideon).
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Future iterations might add more Gatewatch decks (on the shortlist are Teferi Akosa, Kaya Cassir, and Ajani Goldmane, in that order), but for now we feel that 5 decks (one more than the original *Nicol Bolas, Archenemy*) is enough and that those 3 planeswalkers would overlap a little too much (with all of them featuring White mana and, at least for Ajani, a major overlap with Gideon).
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## Deck Construction Notes
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