jubjub wrote: ↑3 years ago
You're right and I'm sorry.
I appreciate you saying that, thank you.
I just would never build a deck like that because I'd be too concerned I was being the fun police. I'm sure the deck is well suited to your playgroup and your opponents enjoy your games.
Some quick cliffs notes for the deck: answers are basically only used for retaliation, stopping people from getting way out of control and/or winning the game, and to tamp down the more competitive decks so that Phelddagrif can raise up the weaker ones. So I wouldn't call it the fun police personally, it just mostly just stops people winning or trying to pubstomp. It can get a bit tedious in the 1v1 game, though.
DirkGently wrote: ↑3 years ago
Table kills are very typical in our meta so the "play for seconds" approach comes quite naturally to us.
Personally I'm not a fan of such game endings - luckily they're only occasional in my meta. Although a decent amount of that might be my decks doing their utmost to block any "win the game" buttons getting pressed.
That said, I don't see any problem with such a policy in that sort of meta. Especially the winner actually wins, then sits out for a bit. That, to me, seems much preferable to the winner pretending they don't have it.
This certainly can be the case; it may well be the case that the kobold deck is a bit too strong. However, it doesn't perform like that all the time and the rest of us don't mind playing for 2nds if it does go batshit. We're not gonna ban the deck for power reasons and I'm not gonna force Rumpy to depower it. It's gotta see table time at some point and I'd rather carry on for a couple of turns if the game can still be salvaged. If that's not something the table is interested in doing then don't...
I see intentionally holding back a win, and winning but letting the game continue, to be very different things - I don't mind the latter, but really dislike the former. Of course it's kinda hard to win but let the game continue if you're killing players one at a time, though.
Treamayne wrote: ↑3 years ago
I think this term, along with "goal," are the definition disconnects causing a majority of miscomprehension for this discussion.
Lol, I agree, which is why I was attempting to separate them out earlier.
When you say "play to win" I envision the type of min/max-ing spike player that will T3 terrastadon to colorscrew one or more opponents because "that's the correct play." I think of the type of player that 3Drinks self-described early in the thread. Now, however, I have the feeling you mean what I mean when I simply say "playing."
While do I want my opponents to take the "correct" moves, I don't think it's usually the case that it's the best move to terrastodon someone's lands T3. Eliminating someone quickly can be a bit rude, yes, but it's also often just not a great play. You expend a bunch of resources to screw someone over, and then the other players are likely way ahead since they invested nothing and got the same benefit. I do try to make the correct moves, but it's really rare that I'll blow up someone's lands early-on. There's the classic "wasteland your karoo land" play that's sometimes mentioned as a "nasty, spikey play" - I'd say it's more like a stupid, pointlessly cruel play.
Call me a dreamer, but I think that most of the time, the "correct" play is not the nasty one. Politics matters. Incidentally, that's a big part of my Phelddagrif philosophy (Phelosophy, if you will).
Yes, (nearly) every game has an element of winning and losing. Yes, in those games the objective is to win. When I play multi-player magic, I will work toward the objective, but that does not mean my "goal" is winning. If I lose, but had fun then I met my goal (even if I did not meet the game's objective). Playing the game includes trying to win; but that, to me, is very different from "playing to win."
So, to me I see the terms as:
Purpose: subjective reason why somebody plays a game (in general) e.g. my purpose in playing magic is to enjoy the puzzle aspect and relax
Goal: subjective reason why somebody is playing this particular round of the game - what do they want to accomplish
Objective: the game's end state that players work to accomplish
I feel like if you'd engaged earlier with the terms I was trying to separate out, we could have saved some time. But on the other hand, if those are the terms you'd prefer, sure. They look fine to me.
I will say that my average workday is 11ish hours. I have neither the inclination, nor the wherewithal to laser focus on the correct lines, counters, and plays to "play to win." I'm not looking for a thoughtless game, but I am also not going to be trying to mentally calculate the odds of a given threat appearing before I draw my next removal to determine if I can safely answer an ignored threat now.
I don't think anyone wants commander to be a format where anyone is going in the tank for 15 minutes to find the perfect line. But I do think that part of the etiquette of the game is playing towards the objective of winning - at the very least, if you see the win, you take the win - or at a minimum, you tell everyone instead of hiding it, pretending you don't see it, etc.
To me, someone holding trample damage on blockers just to prolong the game - especially without the table asking for such a thing - would be almost equivalent to drawing extra cards or otherwise cheating. In either case, if that was happening in my game, I'd pick up my cards, because we're not playing magic anymore imo.
If I have an opportunity to turn sideways to win, I will.
Makes sense.
If "you have lethal, but only if your opponent doesn't have interaction and he has mana up?" I'll be honest, that is more mental math than I would bring to the average after work game - I would probably not even notice this scenario. Of course, it doesn't help that the average MODO game usually starts with 4 players (since they took away our 5-6 player games), somebody rage-quits on turn 1 or 2, somebody else leaves with no word turn 3-5, and the attempt at a multiplayer game of fun turns into a 1:1 version of my casual deck against some random CEDH pubstomp (usually with them showing an infinite combo and asking me to concede - and I tell them to play it out or they haven't won. Many of those combos on MTGO need too many clicks to actually be useful - they'll time out first. It's how I rebel against pubstompers in casual on MTGO).
Lol, seems fair enough.
Nice jibes. As I have said before, exploring my deck and interactions during a game does not mean that I am not playing the game.
I think I've been talking past you a bit, and I apologize for that.
Trying potentially reckless/unusual plays to learn things about the deck is, to me, perfectly reasonable, so long as you think there's a chance it's a good move - even if it turns out to suck. What bothers me is when people will make plays that they know are incorrect to intentionally prolong the game.
Concur
It seems like we might actually agree on this? Did we just solve commander?
It sounds like we mostly agree, except that my playstyle of not trying to analyze the "best" play at every step might be a bit too lax for your group and seen as "not trying."
At least for me, I don't have any lower bar on paying attention or thinking hard enough. If you don't see the line, then that's totally fine. Hell, I've played drunk or otherwise inebriated a decent number of times and it's great fun even when I'm playing like crap. I don't mind misplays, I don't mind "not trying hard enough", I don't mind asking the table if it's okay for you to win (though my answer will always be "yes"). The only thing that actually bothers me is intentional misplaying.
(Of note: I do consider "not tutoring for my combo piece" to fall into that category of playing incorrect, though, as long as the player notices it. If you're going to play tutors and combos, just get it over with. If you don't think that's a fun way to win, then either don't play that deck, or remove those elements from that deck.)