The War Report: Imposters

I was interested in Morophon the moment he was teased, but because I already have a 5-color commander in Jodah, I focused on some other brews first. I kept looking at Morophon though, and I just couldn’t resist building a deck around him. Let me show you why:

Morophon is fairly unique in that he’s a colorless creature and therefore only has generic mana in his casting cost (outside of the Eldrazi titans, there aren’t many). Granted, seven mana is hard to get to on early turns but not needing any specific colors helps to get there faster. Morophon is also classified as a 5-color commander due to the WUBRG symbols appearing in his rules text. This means we not only have access to excellent mana rocks to ramp up to seven mana to cast our big boy, but we also have access to any other color’s ramp too. It should be fairly easy to get him cast early on. The major detail here is that Morophon is a Shapeshifter, so he has the Changeling keyword (which means he counts as all creature types). I’ve utilized Changelings in the past with my Reaper King build, so I already had quite a few of these laying around. There are some interesting things we can do with this tribal Shapeshifter idea, and most of it is reflected in the general. Obviously when he is played we are going to choose the creature type Shapeshifter, and then any of those spells are reduced by up to five mana to cast. He’s also a Lord for the chosen creature type, and a lord sub theme will be present in the deck as well.

Changelings:

Modern Horizons introduced a handful of new Changelings, most of which are pretty decent. I’ve also included the best Changelings that already existed and I think we cover some good ground and keep the overall curve pretty low. Some of these are sort of underwhelming, being maybe a 2/2 with Morophon on the board, but being changelings, there are quite a few ways we can give them the power to beat down our opponents. Check out the lords:

Lords:

All of the lords here are not changelings. I couldn’t see including every single shapeshifter because many of them were underwhelming. But, seeing as that our creatures with changeling count as all creature types, all of these cards will benefit them! We can give our whole team indestructible, hexproof, shroud, flying, haste, deathtouch, etc. Other cool interactions are with cards like Unesh where you get some card selection for each creature played, or the Archdruid which let’s you steal land by tapping some creatures. I wanted to throw in some of the more obscure lords that are already in my collection but that I hadn’t yet found a home for, so cards like Midnight Entourage can finally see some play and draw me some cards in the process. Of course, we want all of these lords to benefit from their own abilities too, so we have some additional utility added:

Win Cons + Fun Interactions:

Arcane Adaption and Conspiracy are cards that I’ve talked about before in other home brews, but they are just as important here. When these cards are played, we’ll name Shapeshifter again, and then suddenly all of our cards in our hand, on the battlefield and even in our library are now Shapeshifters and the synergy goes off the charts. Creatures will be pumped up, they’ll get new keywords, and hopefully this means you can get in for some damage for the win. Other ways we’re going to pump up our team is with cards like Door of Destinies and Coat of Arms which can make our army stupid big. We’ll also want to capitalize on awesome enchantments like Rhystic Study, Smothering Tithe, Kindred Discovery and Rhythm of the Wild — drawing cards, getting extra mana and giving our creatures haste or extra counters + denying enemy counter magic is what we want to do. I’ve also included a dumb alternate win con in Liliana’s Contract. I had put this into Kaalia but it’s more of an ask in that deck. Here, we simply need four creatures with changeling and for the contract to survive til our next upkeep and we win.

This deck isn’t going to revolutionize the game by any means, but it’s a fun way to use some cards that I’ve owned for a while but never used. It’s fairly budget, with the mana base and spell package it’s sitting at $265. You can see the full deck list here.

Apex Strategies

As I mentioned in my recent round-up post, I’ve been playing Apex Legends again pretty regularly. Outside of the initial complaint of there not really being enough new content to keep me coming back, there have been some decent content patches in the interim and I’ve been enjoying myself in the game. Some observations before we get to the meat of this post:

  • I’ve found that the population seems unharmed regardless of negative press and the fact that this title fell off the charts shortly after launch while others like PUBG and Fortnite continue to be at least listed on the top income charts. I didn’t have queues to begin with and I don’t now. Wait times between games are minimal.
  • While playing the game during launch I had exactly one win. It was actually the first round I had played. I didn’t touch Apex Legends at all during the first season, but have racked up 6 more wins during season two, and honestly I don’t think my play pattern has changed. Practice makes perfect and all, but for whatever reason things have clicked and I’ve been doing really well. I’m not sure if this is a reflection on the quality of players still playing on the Playstation 4, or if it’s a reflection of personal skill growth. I prefer to think it’s the latter.

This brings me to the topic of this post. I feel like my experience being at the bottom (prior to the first season) and losing repetitively but learning the core mechanics of the game has now combined with being relatively good at the game. As such I feel pretty confident sharing some tips with you that might help you to become a better player as well. So let’s get to it shall we? Here are some of my personal tips for getting better at Apex Legends, in no particular order:

Situational Awareness:

The first tip I have for you is to try and have situational awareness. You should know if you have short-range weapons equipped, so don’t fire at long range targets giving away your position. Shooting shotgun shells at someone on top of a cliff isn’t going to do anything except give away your position, and that means getting flanked by the enemy team. Perhaps your team isn’t ready for an altercation — one guy is looting a death box and another is heading in the opposite direction. Your mini-map can help with this information in split seconds. You should also be calling out enemies seen and where you are going using the game’s ping system. Sometimes it’s tempting to be a commando/hero and go it alone, but you should stick with the group. You are more powerful as a unit than on your own (despite the fact that there will be times you will have to carry your teammates). Listen to the environment for incoming threats — the game’s sound is there for a reason, and you’ll hear the enemy’s movements oftentimes before you see them. Know your enemy’s abilities! Every playable character has special abilities, you need to know how they work and how you can respond to them. For instance, Wattson’s ultimate will protect you from air strikes, but only if you’re inside its sphere of influence!

Environmental Awareness:

This comes down to being aware of escape routes, jump stations, ziplines and etcetera. Constantly check your map for your allies and for pings. Also, pay attention to where the ring is and where it’s going next. I’ve found that in my early game sessions I used to always try to be as close to the middle of the ring as possible throughout the match. Oftentimes this meant leaving teammates behind and heading off on my own, which I clearly no longer recommend. What I have found now is that hugging the edge of the ring seems to be more effective. Not only will you be able to pick off stragglers, oftentimes they will have been damaged by the ring so they are easy pickings. You also tend to see more teams trying my old strategy and being closer to the middle so you avoid some of the bigger conflicts. Staying alive is the name of the game after all.

The rest of my tips are less meaty:

  • Holster when you run long distances. This makes a huge difference, especially when trying to outrun the ring.
  • Always try to revive or respawn teammates but be safe. Don’t dive on a downed teammate immediately. Try to make sure threats are eliminated or distracted first.
  • Don’t carry items you don’t need. Give syringes and shield cells to teammates if they need them. Use the ultimate accelerants as soon as you pick them up.
  • Keep your shields and health topped off. Don’t be afraid to use these items during fights, but be aware of how/when you can do so.
  • Don’t forget to use your grenades!! I was guilty of not using my secondary equipment very often but now I try to do so every match.
  • Don’t use finishers if you only down one member of an enemy squad. You’ll get caught mid animation if you do. I believe there is a way to shortcut the animation but I’d avoid it until it is safe to do so.

That’s all I can think of for now, but hopefully these tips stick in your head and you are able to implement them. You can see me following many of these ideals in the following video, which ended up being one of my better matches in the game and one that I remembered to record.

Dr. Mario World

I pre-registered for Dr. Mario World on Google Play a while back, and just a few days ago I was pinged with a reminder that the game had gone live. I downloaded it that evening but didn’t play it until a couple of days later. A few things spring to mind when considering this mobile version of the famous Nintendo puzzle game. Firstly, I was surprised to find Nintendo entering the mobile market considering their success with console titles and a monopoly on first party intellectual properties. However, their success with portable game devices would easily lend itself to the mobile sphere, as they wouldn’t need to create hardware for these games, as everyone already has a cell phone in their pocket capable of playing console quality games. For whatever reason though, Nintendo’s prior releases haven’t been all that great (depending on who you ask). Arguably one of the more popular mobile games of all time, Pokemon Go had its time in the sun but doesn’t seem to be the phenomenon it once was. I do have it installed currently because my family plays and I have to participate to some degree but it is definitely not the type of game I would normally see myself playing. Super Mario Run and Fire Emblem Heroes both seemed pretty good, just not really worthy of the Nintendo name. Don’t take me the wrong way, I’m not a huge Nintendo fan as it is, but I was for the first few generations of hardware and have dipped my toes in their offerings ever since, but I don’t really buy their consoles often. As such, mobile versions of their games work for me as well, because I don’t really want to spend the $300 on a Nintendo Switch just to play some Mario (I might pull the trigger on the new Switch Lite that’s coming, but I’m still on the fence). Either way, those games are gone as well, only spending a limited amount of time on my device. I’d still prefer a traditional version of one of these games but I guess the only way you’ll get that is with their flagship console. Anyway, let’s take a look at the newest offering, Dr. Mario World.

I enjoyed Dr. Mario on the NES, and played other versions as well. It was a solid puzzle game in a genre dominated by Tetris. Let’s get this out of the way — Dr. Mario World really doesn’t feel like Dr. Mario at all. That’s not to say it’s bad though, just to say that it is different enough that I can’t really compare the two outside of the very core thematics. Nintendo as a company has changed drastically since the 1980’s and 1990’s, so I wouldn’t expect a game released today to feel just like a game from thirty years ago, but it’s almost not familiar enough. There’s a loose storyline that translates to viruses poisoning the land and Dr. Mario and friends being tasked with eliminating all of the disease.

You’ll start with a world map that has a trail for you to follow with levels at each stop. The first twenty levels serve as the game’s tutorial, so you won’t find much in the way of things to do until you complete them. You’ll have infinite hearts with which to do so, and losing does nothing outside of forcing you to try the level again. The game’s mechanics will be explained, and it definitely feels different here in particular. Instead of dropping capsules from the ceiling as has been the norm in puzzle games for decades, instead you’ll rotate and put your capsules onto the playing field from the bottom of the screen, and things float upward. There is a vague sense of these things being thrown into liquid and floating towards the surface, but it’s not really explained why the change in aesthetics was necessary. The rules are otherwise the same in that you must match three or more of the same color capsules/viruses to eliminate them. Other special items, power-ups and hindrances have been introduced, such as turtle shells that clear a whole row when matched or viruses frozen in ice that need to be effectively cleared twice. It does add some variety to an otherwise solved format, and honestly it feels like its in a pretty good place, it’s just so much different that it’s almost off-putting at first. Still, I managed to finish the game’s tutorial in one sitting and then some additional options arise.

At one point during the tutorial you are able to choose different doctors besides Mario. Koopa and Peach are options, and I’m sure there will be additionals added to the game at some point. Beyond the doctor selection, you’ll also get access to two assistants who are basically passive effects — the initial Goomba assistant provides a 1% bonus to your score after clearing a level, this helps with gaining stars on each level. Daily quests will earn you gold, and gold can be used to buy some of the power ups, but also other characters that can be used to play the versus mode. There’s a ladder and the game works basically the same as versus modes in other puzzlers. You’ll have to move quicker than your opponent to drop in extra viruses and things to mess them up, but they’ll be trying to do the same to you. I lose my initial matchup but I’m not exactly pro at the game yet either. A friend system allows you to send extra hearts to each other, as that is the time-gating mechanic for this mobile title. You can only hold so many though, so you’ll want to use up those hearts so friends can send you more.

Overall it seems like a promising title. I enjoy puzzle games but they tend to get stale after a while. The campaign seems to be long enough to keep you engaged, and I’m sure there will be other updates to take advantage of free-to-play monetization. I’d check it out if you enjoy puzzle games, but not if you are expecting a port of the original NES titles.

The War Report: The Rumor Mill

We’ve known for a while that the new Commander 2019 decks would be releasing in August, as they have years prior. Spoiler season hasn’t quite begun yet, so we don’t know what sorts of mechanics or colors to expect from the precons, but that changed ever so slightly once this image (and others like it) started popping up around the internet:

Clearly this is a website that belongs to a wholesaler, it appears that this listing was put up before it should have been, but that’s the nature of the Internet — someone is always watching. What’s important here is the line “Each deck has a returning keyword ability as its main theme. The four featured abilities are populate, flashback, morph, and madness.”

We now know what the themes of the Commander 2019 decks will be, or at least we should get some confirmation soon, as August isn’t too far away. This sounds believable though, particularly with recent sets bringing back old mechanics that maybe haven’t been fleshed out enough. For those of you not familiar with the keywords, here’s a breakdown of each:

1GreenWhite, Tap: Populate. (Create a token that’s a copy of a creature token you control.)

Populate is part of a token strategy and can easily be combined with abilities like convoke to have powerful turns. The keyword has been exclusive to G/W so far, so it would make sense for that to be the colors of this deck, but there may be a splash of something else. It’s not a very exciting mechanic as tokens tend to prefer going wide rather than tall, and populate only copies one token, but I suppose if they are 10/10 Eldrazi’s that’s not too terrible. We’ll have to see how the commander(s) abuses this mechanic to find out its worth.

Flashback 1Blue (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Flashback is the most represented keyword in this selection. We have seen this stapled onto countless cards and it is usually quite useful if not a little expensive. Cards played from the graveyard with flashback will go into exile and though there are tricks for getting cards out of exile it’s probably best to just get the double value out of each spell with this keyword and move on. I’d say the most prevalent colors that use flashback are Grixis, but I don’t think we really need more Grixis commanders. I still think this is likely the deck that has some of the best cards in it though.

Morph 2BlackGreenBlue (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

I don’t like morph. It has its boons on the occasional card, but overall it just feels too slow. Essentially you want to play a big creature that does something cool after morphing, face down as a 2/2, then morph it into its bigger, badder self at the right time to surprise people. I wouldn’t advise letting morph creatures get through with combat damage, as the morph can be activated before damage is applied so you’ll have something worse coming at you with no blocks declared. It’s sneaky and I’m sure there are some cool things you can do with this mechanic, but it’s simply not my style. I won’t even venture to guess the color pairing because I believe the mechanic is present in all colors.

Madness 1Red (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

Madness is another mechanic that I remember being a thing when I first got back into the game (my friend had a Rakdos vampire deck that did some disgusting things with madness and Smuggler’s Copter) but one that I didn’t use. The thing is, if you are drawing a bunch of cards and then having to discard (or using looting spells) you can get a nice engine going, as madness costs are almost always cheaper than the normal CMC of the card, so discarding it and then casting it on the cheap can be really efficient. However, if you can’t discard then you’re sitting on dead and expensive cards in your hand. My thought is that a different color pairing might work better than Rakdos, but I’d wager this deck is going to be janky.

We should be hearing more about the set and you know I’ll be here with spoilers when they come out, so we’ll discuss more soon. The second piece of information to leak is in the following image:

We’ve known about the next set coming out in September for a while, it was code named “Archery” and little other information has surfaced until now. When I first saw this it was just a rumor, but it has since been confirmed from a breakfast at the San Diego Comic Con occurring right now. The next major MTG set will be known as Throne of Eldraine, and apparently the artwork is littered with Fae. So a new plane and a bunch of fairies. Sweet, I guess? Honestly it doesn’t really matter what the theme is, new planes are awesome and we should get some new mechanics, new creature types and other support for existing themes so it will likely be awesome despite my implied negativity. A larger announcement is coming this evening at Comic Con, so I imagine there will be more stuff about C19 and this new set within a few hours. I look forward to thinking and writing about that as well.

State of the Game: Filler

I remember when I first started this column and it was initially created as a way for me to cram a bunch of small details into a larger post and get something published. At the time I wasn’t blogging as regularly as I would have liked, and part of that was due to playing many games at once and not feeling like I had enough to say about each on individually. As such, this became a weekly series that would be devoted to those Playstation Plus freebies and other games that I was playing that didn’t have much lasting appeal but I still wanted to throw down some thoughts. Or, I’d discuss progress from larger games I was playing, or throw in news about games I regularly played that had new patches or things of that nature. In the following years this turned into less of a weekly post and just a catch all for when I didn’t have much else to say. Lately it’s been even more sporadic, to the point where sometimes I think there’s no point in keeping it going, but I still need a catch all post format and this has worked so I’m going to continue to use it. It’s been about three months since the last SotG post, and this edition I have updates on games I’ve been playing in recent weeks that I’ve touched on in the past.

Apex Legends:

I wrote some fond thoughts about Apex Legends when it released, but you’ll probably note that I haven’t talked about it since. Part of this was due to the fact that I was getting a case of Battle Royale fatigue — since the genre started to take off in popularity, everyone was throwing their hat into the ring and I tried many iterations of the concept. Some I enjoyed more than others, and Apex Legends is definitely one of the better versions of this style. The other reason I haven’t talked about it is because I stopped playing for a while. A few of my friends play along with my son and I primarily played with them but the slow pace of content updates made the game stale after a while. Even the introduction of seasons and a battle pass system wasn’t exciting to me, and my stats prove that I didn’t play a single game during that first season. We did see the release of a couple of guns and the new character Octane during that time, but earning the in-game currency to unlock new champions is painfully slow, and they run you about $10 to unlock individually. I’d gladly plop down $30-40 if you’d give me all of the characters unlocked along with all future releases but I don’t really want to spend the money otherwise.

Nonetheless, season two launched recently and another new character, Wattson, was introduced. The arena was also changed up, with the large creatures that were off in the distance are now on the island, and some structures have been destroyed. Otherwise not much has changed, and yet I’ve been having fun playing it. One motivator is the battle pass, despite the fact that I haven’t paid for it. Everyone can participate for free, and new daily and weekly quests give you points towards your battle pass level. You’ll get free rewards just for playing, and though they aren’t amazing it’s better than nothing (or just the apex packs like before). If you want to drop the cash, the battle pass will get you a ton of extra value in the form or cosmetics ranging from character skins to different music and loading screens. We’ve seen all of this sort of monetization before, but it actually seems worth it in some ways. Unfortunately just unlocking the battle pass doesn’t do a whole lot for you, unless you’ve leveled up enough to get a large chunk of the rewards. I don’t see myself maxing out to get all of the super cool loot, so I’m still on the fence about spending the money. We’ll see where I am towards the end of the season to see if it’s justifiable. I can’t speak to other platforms, but the game still seems very much alive and well on the Playstation.

Clash Royale:

Clash Royale is still my go-to mobile game and I don’t see that changing. It’s been over two years, and I can’t say I’ve been playing anything that long anymore. I maxed out my ladder deck a while ago, and most of the cards have at least one star level as well. The new battle pass system, Pass Royale is going strong, and I’ve unlocked 10 levels, but you can essentially grind them out as you play. I like the fact that they streamlined quests as well, where you are not limited to a particular game mode to complete them. For instance, before there were quests that said “play 30 buildings in 1v1 battles” and you would only get updates while playing the ladder — not in 2v2, challenges or clan wars. Now that same quest reads “play 30 buildings” without the limitation, and it’s a nice way to clear quests faster. I’ve been working on leveling up my cards that weren’t a part of my ladder deck, and so far each deck I play has almost all of its cards at level 12 or maximum. I have a queue of cards that are ready to upgrade, a couple of them to maximum level but gold income is slow going. I should have a 2nd max level deck within a couple of months. I’ve been as high as Master 2 since the rework to matchmaking, and have been at that sort of level for the past couple of seasons. The guild has been floating at high gold/low legendary, but we can’t seem to keep afloat in the higher tier. Our core group was promoted to Elder recently and we seem to be the ones gaining ground, but some of the stragglers have kept us from staying in the top league. I’m sure that will continue to be the norm for a while but as the core gets stronger we just might be able to keep it going.

SEGA Heroes:

My 2nd favorite mobile game and one I’ve been playing for nearly a year, this game has a ton of progression that is slow going as well. Currently my account is level 63 (I have no idea what the maximum is), and my main team of heroes are all level 60, with Sonic being level 63 (they are capped at your account level). They are also all at 2 blue stars, which means I put a shit ton of cards into their progression. My focus as of late is farming skill upgrades (they all have their three skills at level 8) and trying to upgrade them further. The reagents needed to upgrade their levels are getting ridiculous, hence why Sonic is the only one above level 60. They also introduced some guild related progression, in that we have events that happen regularly where your individual progress helps the guild as well, so at the end of the event you’ll get your own solo rewards along with guild rewards. There are also boss battles that anyone in the guild can initiate, but they are timed events so you might not get to participate if you don’t notice or aren’t online when it happens. We have yet to down a boss, but you still get rewards if you participate. It seems okay but I can think of a few improvements to the system.

Void Bastards and Amid Evil:

I wrote about Void Bastards and Amid Evil recently after I picked them up during the Steam Sale. Since, I’ve put a few hours into each title and I’m still very pleased with the purchases. I’ve cleared the first world in Amid Evil and made some progress in the second. There really isn’t much to report there, it’s a straight forward game but it’s still a cool retro styled game that I highly recommend. I’ve got even more positive things to say about Void Bastards, it’s quickly become one of my favorite Rogue-lites of all time. The game play loop is similar each time but there is just enough variety for it to not get boring. I have opened up a bunch of different items and equipment that have made runs last much longer, and I’ve learned the general strategy of getting through the nebulas quickly. You don’t have to dock at every port, you can skip things and only loot ships when you need food or fuel (or a key item you’ve been looking for). You do need some of the upgrades to items and things before you can really get to this point though. Once here, you can get to the next story related items you need quite fast, and from there it’s on to the next thing. Currently trying to get together the pieces for the HR Computer, this coming after completing the ID Badge. It’s been a blast on both accounts.

Horizon Chase Turbo:

The other free game this month besides the one I already wrote about, Horizon Chase Turbo is a strange game that melds retro with modern aesthetics. I can’t quite place what game it reminds me most of… probably something on the NES or Sega Genesis, but whatever the case it feels like games I’ve played in the past, but boy does it run a hell of a lot faster than those games did. It’s 2D sprite graphics but they run fast and it’s hard to keep up with the twisting tracks coming ahead — particularly when there are hills and valleys. It is however quite a bit of fun! I’ve enjoyed clearing the first few areas of the game and testing out the other game modes. I’d recommend trying it if you need a game to jump in and play for a few minutes here and there, the races don’t last too long and they are enjoyable.

Crash Team Racing:

Speaking of racing games, I’ve also been putting my way through the CTR Remake. I’ve cleared the first couple of worlds along with some of the side events and have also toyed with playing online a bit. Like many games of this era, CTR has added a big content patch that brings a battle pass like system to the game. There are daily and weekly tasks that are earned just by playing the game in any of its modes, but playing online seems to get you more points faster. Leveling up your pass level brings rewards like skins and whatnot, but again there is no RMT here — everything that was added can be earned just by playing the game, and it doesn’t appear that they are planning on any further monetization. They even added several new tracks, something that didn’t happen with the original and something that gives me hope that this game will be playable for much longer than the original. New tracks keep things fresh and tasks keep you feeling like there’s always something to do. This is the model I like to see and wish more companies went this route instead of bleeding their customers.

That’s all I have for this round-up… Hope everyone else is having as much fun as I am!