K
krichaiushii
Guest
Warning: This thread is geared towards multiplayer games and those who play them.
Recently, there have been a number of threads (both here and on other sites) discussing fun in Magic, and general multiplayer decks and strategies. By and large, most people define fun as being able to play out their deck and, ideally, win with it. The game's creator believes player interaction is the best fun, and as such, the recent sets are slower and contain cards involving other people.
In one of his recent articles at StarcityCCG.com, Anthony Alongi coins the term "party cards". You know the ones -- Hunted Wumpus, Hired Giant, Oath of Lieges, Noble Benefactor, Truce, etc. The cards that involve and generally benefit your opponent(s). Though they are normally shunned by the tourney players (and rightly so), a few get played, but the decks involved are geared around them, with Oath of Druids being an example.
The reason these cards are rarely played is that they provide absolutely no card advantage whatsoever, and actually detract from what you may have already generated. While card advantage is key in duelling, it is also considered important in multiplayer games.
But when playing against more than one opponent, few cards net any true advantage beyond global destruction (Wrath of God being a good example). So why not play the party cards?
To paraphrase my comments about fun, playing cards and player interaction are key. Ask yourself what is more satisfying -- to win by a hair, at one lifepoint, battling it out to the end, or to win through the misfortune of your opponents, who uniformly were mana- or creature-deficient due to either poor drawing or your control cards? Unless you are by nature a bully or coward, victory over active opponents is far more satisfying.
So why not encourage active opponents? Play those party cards! Imagine, if one person does it, well, people will think he's a scrub, and won't pay attention to him. And if two people, just two people do it, they'll be considered a pair of scrubs and still be ignored. But if three people start playing party cards, people may think its a team or organization. And can you imagine fifty people! Fifty people a day playing chaos games full of party cards, well people might think its a movement. And folks, that what it is -- the Play a Party Card for Player Interaction Movement!
More players playing more cards having more fun interacting with each other. An actual social experience. Imagine...
Well, I think that's all I need to say. Oh, and never listen to Arlo Guthrie's "Alice's Restaurant" when trying to make a point. You just might feel the urge to paraphrase and/or imitate him...
Just a few thoughts.
Recently, there have been a number of threads (both here and on other sites) discussing fun in Magic, and general multiplayer decks and strategies. By and large, most people define fun as being able to play out their deck and, ideally, win with it. The game's creator believes player interaction is the best fun, and as such, the recent sets are slower and contain cards involving other people.
In one of his recent articles at StarcityCCG.com, Anthony Alongi coins the term "party cards". You know the ones -- Hunted Wumpus, Hired Giant, Oath of Lieges, Noble Benefactor, Truce, etc. The cards that involve and generally benefit your opponent(s). Though they are normally shunned by the tourney players (and rightly so), a few get played, but the decks involved are geared around them, with Oath of Druids being an example.
The reason these cards are rarely played is that they provide absolutely no card advantage whatsoever, and actually detract from what you may have already generated. While card advantage is key in duelling, it is also considered important in multiplayer games.
But when playing against more than one opponent, few cards net any true advantage beyond global destruction (Wrath of God being a good example). So why not play the party cards?
To paraphrase my comments about fun, playing cards and player interaction are key. Ask yourself what is more satisfying -- to win by a hair, at one lifepoint, battling it out to the end, or to win through the misfortune of your opponents, who uniformly were mana- or creature-deficient due to either poor drawing or your control cards? Unless you are by nature a bully or coward, victory over active opponents is far more satisfying.
So why not encourage active opponents? Play those party cards! Imagine, if one person does it, well, people will think he's a scrub, and won't pay attention to him. And if two people, just two people do it, they'll be considered a pair of scrubs and still be ignored. But if three people start playing party cards, people may think its a team or organization. And can you imagine fifty people! Fifty people a day playing chaos games full of party cards, well people might think its a movement. And folks, that what it is -- the Play a Party Card for Player Interaction Movement!
More players playing more cards having more fun interacting with each other. An actual social experience. Imagine...
Well, I think that's all I need to say. Oh, and never listen to Arlo Guthrie's "Alice's Restaurant" when trying to make a point. You just might feel the urge to paraphrase and/or imitate him...
Just a few thoughts.