Showing posts with label Magic: the Gathering. Show all posts
Showing posts with label Magic: the Gathering. Show all posts

Sunday, November 10, 2013

Hearthstone: Heroes of Warcraft Beta Review



In honor of Blizzcon 2013, I thought I would share my thoughts on Hearthstone: Heroes of Warcraft, Blizzard's in-development digital-only collectable card game for Mac, PC, iOS and Android. I was lucky enough to score a closed beta code to access the game prior to release and have been enjoying kicking the tires on this free-to-play tactical/strategy game. As noted in other posts, I have some experience with the CCG genre from Magic the Gathering to Wheel of Time and others, so I may use some jargon in the rest of this review.

Earlier this Summer, Blizzard announced what I think is their first free-to-play offering, Hearthstone. At it's heart, Hearthstone is the digital evolution of collectible card games (though not the first given the release of Mohjang's Scrolls). The object of the game is to use a deck of 30 cards to defeat a computer or human opponent by reducing their avatar (a character from Warcraft) to zero life.

Each player in Hearthstone starts the game with the tutorial where you get to try the game as one of the nine avatars that are available in the game. Each avatar has a unique set of cards (as well as shared cards) they can use to build their deck - during the tutorial the deck is pre-set. To play you start with a hand of 3 cards (4 if you go second) and "cast" cards from your hand using the mana you get from mana crystals. Each turn you can take as many actions as you like from casting cards from your hand to attacking with minions (creature cards) or using your avatar's special ability (such as a fireball that does 1 damage to a specific target for 2 mana crystals). Creatures have the usual health/attack attributes as well as abilities that trigger when they are cast or based on certain actions in the game. There are even abilities and cards that give your avatar attack and armor allowing them better protection and the capability to attack your opponent directly.

Unlike other CCG, the resources used to cast cards is relatively fixed starting with 1 mana crystal and gaining another every turn until you reach a maximum of 10. This takes the randomness of drawing resource cards from your deck out the game, meaning that decks are smaller (30 cards) and games are typically played much faster than other card games (5 - 10 minutes on averages - sometimes longer). It also allows the player to focus on tuning their deck to the strategy they want to follow.

At the start of the game you have a single avatar to play and a deck of 30 basic cards. As you play, you gain experience that levels up your avatar, unlocking new basic cards until by level 10 you have unlocked all basic cards for that avatar. There are 3 play modes, Practice, Play and the Arena to choose from. When first starting out, you can play practice games against the AI and when you beat a given avatar opponent the first time you unlock that avatar and deck to play. Practice is also the place where you can test decks before trying them against human opponents.



The Play mode is 1 v 1 games against human opponents that the game tries to match you agains skill wise for a competitive game. You gain experience from those games as well and can also earn medals over time to help rank you for future matches. In the Arena, you pay gold (the in game currency) to get to basically build a sealed deck where you pick 30 cards one at a time from a selection of a few cards each pick. You then play with that deck until you have lost 3 times. The more game wins you have with your Arena deck before losing the last time, the bigger reward you unlock at the end. Also, Arena games do not have to all be played at the same time, allowing you to start an Arena game and then go back to it another day if you don't have time to keep playing.



The reward system, including Arena rewards, is based around gold, which can be used to start Arena games or to buy new packs of cards. Arena rewards can also offer packs of cards, gold or arcane dust. Each pack of cards (also available for real money purchase) give you 5 new Expert cards for your collection with at least one of them being guaranteed rare, epic or legendary (more valuable). The arcane dust reward can be used to upgrade cards into other, often more powerful cards - Expert common, rare and epic cards can also be disenchanted (destroyed) for arcane dust. All of which can be used to expand your card collection and thus allow you to build more powerful decks.



The gameplay of Hearthstone will be familiar to any Magic the Gathering player while removing a little of the randomness that game suffers from due to the reliance on land cards for resources. All of the common strategies are present in Hearthstone - overwhelming creatures, control, card advantage, removal, etc. What makes Hearthstone a potentially great game is how simple it is to pick up and play alongside all of the depth of deck building, avatars, card crafting etc. The crafting mechanic, the ability to always find a human opponent and the quick game play is great.

How Hearthstone will stand out from other games like it will be the cross-platform access that is coming. The game seems built for a touch interface. I imagine I will be playing a game or two before bed every night once the iOS tablet app is available. During the beta I have also found no need to pay for anything as long as you don't mind grinding out games to earn gold (you get gold for every 3 competitive game wins against a human opponent) or completing daily quests (win a few games with a certain avatar deck or kill a specific number of minions). The free-to-play model (as implemented right now in the game) seems to fit very well, where you can wait to get more powerful cards/decks if you have the patience or, for those who want to be more competitive fast, you can spend to get the cards you need now. Hearthstone will be a hit and if you like physical or digital card games, pick it up immediately when it becomes available to you. Hearthstone gets 5 Mick Happies. See you in the Arena.



Wednesday, May 1, 2013

Magic: the Gathering Dragon's Maze Pre-Release Tournament Review



That may be the longest post title I will ever have on the site. Last weekend, I joined about 45 other people of various ages for a pre-release tournament for the latest expansion set for the popular deck building card game, Magic: the Gathering: Dragon's Maze. For those who don't know, Magic has been around for over 20 years and is played all over the world (there is even a Pro Tour with cash prizes).

The game pits two players against eachother with a deck of cards they have built consisting of lands and spells. The lands provide the resources to cast the spells, which allow you to attack your opponent or defend yourself. The cards are mainly sold in packs of 15-cards each (common, uncommon and rare or ultra-rare varieties) or in most stores you can buy individual cards to construct the best deck possible. Magic is played for fun or competitively for prizes. The pre-release tournament is a way to get familiar with a new set of cards when they are released and play others for prizes (free promotional cards and packs of cards).

At the tournament, I plopped down my $30 (it isn't a cheap game) for a tournament pack:


Inside the pack were two packs of cards from earlier Magic sets and four booster packs of 15 cards each from the new Dragon's Maze set. With these cards (and lands from the store), I constructed a 40-card deck to compete in the tournament. Here is one of the rare cards in my deck:


Nice card, but suffice it to say I didn't do all that well in the tournament. I was 2 - 3 overall and well out of the running for any prizes. That being said, I will give some thoughts on the latest set for Magic. I have been playing Magic off and on for 20 years and it is amazing that they have continued to evolve and refresh the game (and make loads of money off of players, Magic is made by a subsidiary of Hasbro) over that time. Playing in the Dragon's Maze tournament did make me nostalgic for the days when I opened my first beta game pack and pulled my Mox Sapphire and Serra Angel. Back then we didn't make very functional decks to play and just enjoyed playing with the cards we had. That is one of the appeals of pre-release tournaments, you get a pack of cards and build from what you get. Yet some of those simpler times have been lost. Over the years, the game has become more and more complicated with wild effects incorporated in the game to keep it fresh (like Extort above). Some are very novel and interesting while others can almost make your head spin with how complicated they can become in play.

I found that Dragon's Maze, being a small set, did not yield a lot of variety in the type of decks that were successful in the tournament. To add another level of fun to the tournament, players were asked to select guilds (certain deck colors) at the start and as players won for their guild they progressed through a "maze" to get a special prize for the guild that was the first to rack up 10 wins (a promo card). At our tournament, the Selesnya guild (Green/White) with help from Gruul (Green/Red) won after the first round (maybe they knew something I didn't about choosing the best guild). Most of the games I played were won by use of only a few effects like bloodrush and evasion (allowing you to attack without being blocked) and due to the limited card set it was difficult to deal with those effects.

If you like Magic, I won't convince you that Dragon's Maze is great or not. I think it is definitely the weaker of the sets released in the past year (Return to Ravnica and Gatecrash being the other two). I would recommend that Wizards of the Coast (Magic's publisher) stick to two larger sets a year if having a smaller is going to yield Dragon's Maze. A further indication of the weakness of the set is how little value the store I played at is giving to the cards. You see, I have sold all my Magic cards a couple of times over the years and so to off-set the $30 cost (and cut down on card clutter at home), I sell my rares back to the store. This time I was able to get $15 back from the cards I got in my tournament pack. All in all I got my money's worth from the tournament - 6 hours of play for $15 (plus gas to get there, of course) - Magic tournaments can last a long time. Yet I don't see me running out to play in another Dragon's Maze tournament. Maybe I will do one online when it is released on Magic: the Gathering Online on May 13, but it's hard to say so right now. I give the Dragon's Maze pre-release tournament 2 Mick Happies. The card selection just wasn't varied enough and the effects are getting a little too complicated for my taste.

My pre-release promo prize