Tumgik
thegeneralsnotebook Ā· 8 months
Text
Adventures in Deckbuilding #233: Princess Twilight Sparkle, There's A Spell For That! (Purple/Orange Midrange Farm) [Core]
Princess Twilight Sparkle, Thereā€™s A Spell For That
Tumblr media
Say It Again Slower
When New Dawn first launched, an Orange/Purple aggro deck strikingly similar to this one was my go-to, featuring the original Legacy Leech as a way to supercharge Princess Celestia, Restricted Section and gain a pile of AT into the midgame. Alas, some people decided that we canā€™t have nice things, and the deck in its original form fell by the wayside. But Iā€™ve certainly never forgotten it, and so looking at this Mane for this stage of the journey, I decided to take a look back and see if I could make something of it again.
Notably though, as referenced by this postā€™s title, despite featuring broadly the same star cards as its predecessor, the strategy and flow of this deck are going to be very different from the original. That original deck was aggro to its core, and this one is leaning much heavier on the idea of being a slower, more controlling deck in the early game. So the theory goes, after weā€™ve spent the early part of the game loading up the discard piles with control Events, we can do the same thing as before and charge into the midgame with superpowered Celestias.
Naturally, thus, this isnā€™t an aggro deck anymore. Itā€™s kind of a mish-mash actually, so I guess midrange is the only label that can be honestly applied. Itā€™s equipped to play slowly if necessary with delaying events that can trigger Tempest Shadow and a good supply of Orange Events for Apple Bloom as well. Once we banish a big pile of Events, we can transition into a midgame thatā€™s going to consist of about equal parts Farm and Aggro. Both gameplans should be supportable with the cast of Epic Troublemakers and Problems weā€™ve got in here. Yes, itā€™s a Control Problem deck, without doubt, but the idea is that if we donā€™t have a 10+ power Celestia on the field, then weā€™re playing Control anyway, and if we do, then we can confront anything in that deck.
As was true in the original, Orange and Purple get a big boost from having lots of Events in their deck in terms of deckbuilding, because that means we can include Torque Wrench and basically be set in terms of Resource removal. With the amount of attachment Resources White is using these days, one also shouldnā€™t forget that she gets counters whenever an opposing Resource leaves play for any reason, not only when she was the one that made it go away. Mysterious Disappearance as the only other Resource removal is there for pesky Resources that are otherwise difficult to get rid of by Friend-based methods, and so obviously can be sideboarded if you donā€™t expect to run into any of those.
Tempest Shadow was a card that lots of people told me to put in the old deck originally, and Iā€™ve finally redressed that wrong. As this Mane is generally easy to flip, getting to Unity 10 Purple should represent no challenge at all, and if we do then our key disruption Events on the opponentā€™s turn get, well, even more disruptive. Plus no one complains about Prepared as a keyword, and itā€™s even more useful in this deck than it would have been in the original, with actual Troublemakers to hide behind.
The Event suite has changed from what the deck used to have, mainly as we needed to shift more Orange Events in to give Apple Bloom a reasonable chance of getting used. She can be a real terror for opposing decks with only a few characters, or even just those with key activated abilities that require an exhaust. Put that together with the fact that the Orange Event suite we have is composed of some standout Events, and itā€™s a strong package. Those Purple Events that we are left with are also among the standouts of the colour.
Notable to discuss when using this Mane is when we ought to be revealing the top card of our deck in search of that discount. My gut instinct says that, just as the strategy of the deck changes dramatically as it transitions from the Control early game to the Aggro/Farm midgame, so too should this be the moment when hiding info from the opponent becomes less important than being able to play cards as efficiently as possible. But itā€™s possible that play experience may produce a different optimal strategy.
As I mentioned, the original version of this deck was one that I dearly loved to play with. I expect that I will get some experience with this one as well at some point or another in the future. And I have a feeling that I will find it just as enjoyable, though perhaps in a slightly different way. These two colours are just destined for great things in my eyes whenever they pair up.
There was another big gap in this series, but I really want to finish this thing up once and for all. The truth is, I have an idea for another weekly series that I want to start running, but Iā€™m not going to be able to start it until I finally clear out the backlog for this series. So onward we go, next week with Rarity, Fashion Mogul!
0 notes
thegeneralsnotebook Ā· 11 months
Text
Adventures in Deckbuilding #232: Queen Chrysalis, Overt Operations (White/Blue Midrange) [Core]
Queen Chrysalis, Overt Operations
Tumblr media
Relay Race
I was thinking that I was probably going to follow up the last entry with another deck showcasing a piece of Prize Wheel 2, but instead a different bug bit me this week. Actually, if you were paying attention to the most recent Meticulous Talks stream, you would have gotten a small sneak peek of the thoughts in my head, as I talked about the seeming potential in combining Blue and White to make a Midrange-style deck.
As I said then, Blue is and has always been a great aggro colour, with much synergy for confronting Problems quickly mostly due to the necessity of a deck doing lots of confronts and faceoffs having good solutions for moving characters around. White, as a colour with a lot of deterrent cards that put roadblocks in the way of the opponent without sacrificing a lot of tempo on your part, seems like a good fit here. White is able to bring hard removal and slightly better Resource removal to the deck as well. So the deck that I theorised then was a solid midrange that used Blue cards to confront Problems and force faceoffs, and White cards to slow down the opponent.
The part that I didnā€™t mention during the stream was that I was thinking of doing a lot of this with Hats. Looking through the cards, I was extremely surprised at the number of Accessories that Blue has available to it, and indeed theyā€™re some pretty good Accessories too. Golden Horseshoe often sees play in Blue decks on its own, and Daring Doā€™s Safari Hat, while it didnā€™t quite make the cut in this deck, was a very strong contender. Wedding Ring is a wonderfully cheap card for the free moves that it provides, plus the potential Experienced power. But the card that really ties the whole deck together is Coco Pommel, because with her on the field we can make some really spectacular conga-lining happen.
Consider, after a DFO, we reattach Golden Horseshoe at the start of our turn, which triggers a move. In the Main Phase, the shod character can pull another character, potentially activating more moves with Wedding Rings involved and pulling a Fleetfoot at the end of everything. That can be a lot of AT saved, enough to confront one Problem for free, perhaps. (In Adventure, a Cybernetic Limb Actuator might be all we need to confront the other Problem as well, though admittedly the Wedding Rings only work once per turn.)
As always, cutting down a Hats deck was hard. Playtesting (which I did manage to do for this deck, for once) seemed to hint that I want even more Accessories than this, as I had a hard time drawing any of them. But Iā€™m really not sure where to make changes. Remembering that our Mane is unlikely to flip early, the entry structure is hard to change, as we actually donā€™t have that many paths into White early on. Much of the utility that shows up elsewhere in the deck is also stretched thin, with only three pieces of Resource removal, not many options against Troublemakers, and just a few pieces of removal. Plus, I really felt the need to include Beat The Rush because the power of Immediate-speed movement gets greatly multiplied when we have our Resources in play. That card effectively becomes an anti-Troublemaker tool when it can effectively pull three or more characters to a Problem before the Challenge step.
A lingering uncertainty also remains with the Mane itself. Iā€™ve never really figured out when the best time to flip Chrysalis is. Three AT is a big investment, especially for a quicker deck like this one, effectively cancelling your own ability to do anything else for the rest of the turn. Perhaps with time I could figure it out, or (more realistically) if I was going to play this deck seriously I would just use a Blue Mane. That would also free up a bit of deck space from not having to include the Blue entry as well.
Overall, though, Iā€™m very intrigued by this concept, and I think that I want to explore it further, albeit not with this Mane. Sorry, Chrysalis.
Next week, we move back to Purple, to close out the triple for Princess Twilight Sparkle, Thereā€™s A Spell For That!
0 notes
thegeneralsnotebook Ā· 11 months
Text
An Adventure in Deckbuilding #231: Spike, Crystal Hero (Purple/Yellow Midrange) [Harmony]
Spike, Crystal Hero
Tumblr media
Reaching
My intended vacation that I announced in the most recent post ended up being a bit longer than a week, as what started with a distraction from a wonderful holiday combined with a general malaise about having to build once again with this terrible Mane. However, eventually I said to myself that I would pick this series up again once the second Prize Wheel increment was legal to work with, so now here we are. And guess what? This is the last Crystal Games Mane that weā€™ll have to deal with. Thatā€™s not to say that there arenā€™t still some quite questionable ones left on the list, but this will likely be the last time that I just have no idea at all what to do with a card.
Spike here represented the first time that a card designer tried to push Purple in the weird direction of ā€œPlay some troublemakers, but donā€™t play control or Farmā€. (It wouldnā€™t be the last time either, but it still hasnā€™t worked.) Add to that the usual problems with the entire Mane design philosophy of Crystal Games, and weā€™ve got a card here that, ah, fails to inspire.
In that sense, itā€™s good that I waited until I had a whole bunch of new cards to try out so that I could pick one and try designing a deck around it. And, like the name suggests, itā€™s a bit of a reach to take one with five requirement in what will be our off-colour and imagine that we can start from there, but thatā€™s exactly what weā€™re doing this week.
Antoine is a card from PW2 with a lot of potential, so long as you can keep it fed with Critters to retire. There are two ā€œnaturalā€ ways to do that in the cards that Iā€™m most familiar with: Raptor Raiser to get things started so long as thereā€™s a big Troublemaker in play, and Fluttershy, Birds of a Feather if you already have some number of Critters in play. (Remember that she herself is a Critter as well, so you get one at least for that. But certainly youā€™re hoping for far more.) Once that is rolling, then Antoineā€™s discount can be applied to a good variety of things. Even when itā€™s used on a 2-cost Friend, thatā€™s still a 50% discount, after all. And since using Antoineā€™s ability doesnā€™t require anything to get exhausted, we can use it as often as we like, so long as we donā€™t run out of Critters.
Now that was all well and good, but the real reach came in trying to support all of that heavy Yellow with a Purple Mane, and a Purple Mane that is probably never going to flip too. This means, for example, that the usual stalwarts of Singing Barrel and Rushed Makeover are going to be less useful than usual, especially if weā€™ve lost Buckball Strategy and Spike is back to 1 Power. Thank goodness, then, that we have some pretty good Friend-based entry in the Fond Memories cycle to lean on. Changeling Citizens is also here, but usually wonā€™t be a great option unless we have some Purple Friends out as well.
So we add up all of that, and then realise that we still need tools against Troublemakers and Resources, and then we get into the tortured process of cutting this deck down. Of the cards that got left in, those Troublemakers might stand out as fairly strange inclusions, especially since thereā€™s only 4 of them, which isnā€™t enough to flip Spike. The logic goes like this: we want to have a few Troublemakers to act as springboards for Raptor Raiser, since I think that she is the easiest way to get a big pile of Critters on the board without much extra work. Then I think, if you need to have just a few Troublemakers in your deck, youā€™re better off going for Villains, for the extra utility of frightening the opponentā€™s stuff, and the occasional points you might get for them. Likely you end up sideboarding a number of them out if you expect the opponent to be playing Troublemakers. But if the opponent is aggro, then a well-timed Villain can be a nice piece of interaction to have.
A late inclusion to the deck was Portal, after I realised that there actually are a number of things in this deck that Iā€™d like to flicker. Raptor Raiser, of course, but also Sanctuary Patients, and Birds of a Feather itself (to use her ability a 2nd time in one turn).
Of course, Iā€™m sure that this deck is still trash even with all of that. But maybe, with a Mane that actually contributes something, there could be hope for something like this in Adventure. I am interested in the concept, which is all that I shoot for in these decks.
As I said at the top of the post, that is it for the Crystal Games Manes. Thatā€™s a huge sigh of relief for me. Next week weā€™ll have our third deck for Queen Chrysalis, Overt Operations.
0 notes
thegeneralsnotebook Ā· 1 year
Text
Adventures in Deckbuilding #230: Yona & Sandbar, Pony Pals (White Farm) [Core]
Yona & Sandbar, Pony Pals
Tumblr media
The Dynamic Duo
It was indeed one of the first things that I thought about when I first saw this Mane: ā€œWait, is this actually a Farming Mane?ā€ Since the +2 power boost that Yona & Sandbar can apply with their Boosted side can be given to a character and not just a Friend, it seemed to me that a White deck with enough Immediate Events and Hasty other-things could indeed make a run at farming with this Mane. And while I was told at the time that there werenā€™t enough good Immediate-speed things to run in White, I actually think that there are enough, especially now that Prize Wheel has given us the Hasty Overwhelming Aroma.
In many respects, this deck is made up according to the same blueprint as a traditional Blue farming list, with the biggest flaws in the plan being that we donā€™t have access to Flash Magnusā€™s Shield, or any Friends that help with winning faceoffs. What we do have, though, is a wonderful Starting Problems for mono-White decks that donā€™t intend on having a Problem faceoff anytime soon. When every non-Friend card in our deck can give our Mane +2 Power, and the ones with White requirement also give them another +2, I would tend to think that our Immediate-speed Events and Resources should support Farming quite nicely.
Many of them are great faceoff tricks as well. Wrinkle in Time is an obvious one, as is Costume Change, such as it is. That one also has the benefit of getting something out of your discard pile, to the bottom of our deck, but we are capable of shuffling with Pony of Shadows. Wink! and Fit of Pique are notable mostly for their cheapness, as in ā€œWhy wouldnā€™t you play these for an extra benefit in a faceoff?ā€, especially in Wink!ā€™s case where the opponent might have a faceoff trick theyā€™ve been waiting to play. See High Alert for the same reason: ā€œThatā€™s +2, and Iā€™m up by 1, would you like to play anything in response?ā€
Pony of Shadows here is, obviously, nowhere near as big of a deal as it is in a Blue farming list. Yet at the same time each of the Friends here has the ability to be quite impactful (and Iā€™d appreciate not flipping them for Faceoffs anyway). Spoons is a natural all-around good choice, particularly useful once again in taxing many of the faceoff tricks that are commonly used against farming decks. Capper has been a card custom-built for White farm since his inception, which means he basically hasnā€™t seen any play, but itā€™s a fine card in its role. Stygian is admittedly less useful since many of our Resources are Unique, but copying Saddle Row is obviously amazing. And, if it has to be, there are benefits to copying a Unique Resource as the real version can go to the discard pile and be targeted by a Costume Change later.
Resource removal is certainly light, and made all the harder because we donā€™t have good cards to retire to fuel a Fashion Overload. For this we must turn back to the old standby of Winterzilla, used only in a pinch to deal with Resources that cannot be allowed to stick on the opposing side. Though, as any Farming list will tell you, when you have only a small number of Friends, the number of opposing Resources that are truly intolerable is actually not that high.
I donā€™t know if this deck is actually any good, and I expect that the next time that I roll this Mane I will return to the more standard Octavia-style aggression that Yonabar was essentially built for. Yet still, I want to try playing with this deck at least once for sure. Thereā€™s still a part of me convinced that this may be the right way to play this Mane, especially looking at this deck now, and so it needs to be proved wrong. Or right, in the best-case scenario.
I am about to embark on a weeklong vacation, but that doesnā€™t mean that I canā€™t build another deck and write another post. In fact I intend this to be a very productive vacation, as I have so many things on the go right now that need to be dealt with. And given how little enthusiasm I have for once again returning to Spike, Crystal Hero, Iā€™ll be happy to be able to relax while slogging through the build.
2 notes Ā· View notes
thegeneralsnotebook Ā· 1 year
Text
Adventures in Deckbuilding #229: Queen Chrysalis, Overt Operations (White/Purple Control) [Core Pauper]
Queen Chrysalis, Overt Operations
Tumblr media
Sing Me A Round
Iā€™ve not heard many people making waves about any Pauper format lately; it seems like itā€™s something that catches on every so often when the metagame is feeling a touch dry and animates the community to explore something new. Not that Iā€™m necessarily trying to start a conversation, thereā€™s just a 20% chance that any given deck in this series needs to be built as a Pauper variant, and such is the case this week.Ā 
My first outing with Chrysalis was White/Orange, and while I briefly toyed with the idea of trying something with Yellow, the obvious control nature of this Mane made me discard that idea. I returned instead to White/Purple, which has long been one of my favourite colour pairings. Admittedly, with the Rares out, what I consider to be one of the most iconic cards in these colours, Twilight & Rarity, Exposed, is not available. Yet still, the natural inclination of the colour combination is to hide behind some Troublemakers and play something a little slower.Ā 
This is helped especially by the amount of removal that White has been slowly accruing over the course of the last few sets. Admittedly thatā€™s just two cards: Itā€™s Gonna Work and Dramatic Apology, but this deck is seeking to get double value out of a lot of its Events. Starlight Glimmer has a lot of Unicorns to help her fish Events out of the discard, and the six Song cards can get double-played by Octavia as well.
Octavia is actually a card that I want to experiment a bit more in normal Core with now that Iā€™ve built this deck. Song synergy in Pauper is greatly limited by the fact that almost all of the Songs in Core are SRs, but if Octavia can get going itā€™s quite possible to get a lot of value out of her. For one, the Song played from the discard is played for free, meaning that we get to ignore requirements as well as costs. Second, the free Song counts for her first ability, meaning that we only need to play one more Song to bring her back on line. In a deck that did more deliberate discarding, probably due to some reanimator shenanigans because Catchy Song is a Song after all, that is starting to sound somewhat reasonable to me.
In this deck, both of the Songs that we do have access to are at least pretty good and versatile. Lunaā€™s Future is our main source of Resource removal, and has some potential with its first ability. Itā€™s Gonna Work is one of our main sources of Friend removal, and its ability to bring Troublemakers back into play is also likely to be very useful. It is unfortunate, looking at the deck now, that we have no ways to bring Unicorns into play at Immediate speed, which limits the potential for a surprise Worn Out on the opponentā€™s turn. And Worn Out is, actually, the only Immediate-speed trick that weā€™ve got. I do get the sensation that even in the best case this deck is likely to end up with a lot of AT from Prepared and nothing much to do with it.
This feeling is amplified quite a bit by my realisation that, with the Pauper restrictions, we donā€™t have a whole lot of good Troublemakers in Core. Maybe I just need to reset my expectations from the strong Troublemakers that we had access to in the Odysseys Block, but very few of the Troublemaker possibilities here gave me much confidence. Sirens is wonderful of course, but you canā€™t base a control deck on just one Troublemaker.
Perhaps itā€™s not surprising at all given how the history of White has gone, but I think that for this deck concept it would do better as the secondary colour. Iā€™d much prefer to have Purple as the primary so that I could be a bit more aggressive with Princess Celestia, Restricted Section as a finisher to take advantage of all of the Events weā€™ll be banishing, and to have more Immediate-speed stuff to use.
Even so, this is a neat-enough deck that Iā€™d like to give it a try someday. Sometimes one needs to explore a concept the wrong way in order to spark ideas that lead to great things.
Weā€™ll be staying with White for next week, with deck #1 for the newest Mane in Core: Yona & Sandbar, Pony Pals!
1 note Ā· View note
thegeneralsnotebook Ā· 1 year
Text
Adventures in Deckbuilding #228: Silverstream, Everything's New! (Pink/Orange/Yellow Farm) [Core]
Silverstream, Everythingā€™s New!
Tumblr media
And Nopony Was Surprised
ā€¦ That I found another deck to shoehorn Strawberry Sunrise into, that is. Notwithstanding that Celestia will always be my favourite character, Strawberry Sunrise is 100% my favourite card in this game, because I just love finding the weird interactions that it allows. Up to this point, Iā€™ve used it almost exclusively as part of control decks, since in general turning Troublemakers face-down isnā€™t super useful at her cost point for other kinds of decks. This is the first time that Iā€™m taking a stab at Strawberry Farming. And while I imagine that it will end up being just as much of a novelty as all of my other Strawberry decks, Iā€™m still just as proud of it.
It didnā€™t take long for me to settle on this colour combination, given this Mane. In fact, it was another ā€œprocess of eliminationā€ week. I wanted to go slow, midrange with lots of Pink disruption and removal options. I could go White, but then the deck naturally turns into a Bodyguard deck and thatā€™s boring. Go with Purple and the deck turns into BRB and thatā€™s also boring. Go with Blue, and the deck seems almost certain to just be a worse version of Cadance/Blue. Yellowā€™s a possibility, but I did Yellow/Pink last week. We could go mono-Pink, but Pink is actually one of the worse colours for going it alone, completely lacking Resource removal, having anti-Troublemaker tools that are effective but expensive, and lacking in easy-to-use point acceleration as well.
All of that has been said to leave us with Pink/Orange, which is historically one of my least favourite colour combinations. I know that itā€™s a good colour combination, and has been piloted to greatness on several occasions in the past. But Iā€™ve just never been able to really wrap my head around how to make it work. And then, idly scrolling through multicolour cards hoping for inspiration, I saw Applejack & Pinkie Pie, On The Ball. My first instinct was to think that the card wouldnā€™t be too bad in a Farming context, since it canā€™t be frightened and has a reasonably high power (4 at least if a Troublemaker has uncovered for it to fight). My second instinct, the one probably distinctly my own, was ā€œHuh, that would be really good in a Strawberry deck!ā€ where we could take advantage of their inability to be frightened to use Villains with the usual Strawberry shenanigans to frustrate the opponent.
Orange is in many respects a natural fit for Silverstream, as this Mane generally wants to sit on a Problem for a while, with all of her abilities geared toward single confronts, if not necessarily Farming. Sheā€™s not particularly at home in this deck unfortunately, and it will probably require a bit of an effort to flip her, but this shouldnā€™t be as much of an issue with Buckball Strategy to make up somewhat, and low requirements on many of our Friends. This is another deck where I made a very concerted effort to keep the requirements of my secondary colours down, such that Power Play is the only non-Pink card with requirement greater than 2. That one I think is quite worth it in a deck that will want to have Spike & Gabby out, and is just fine value on its own even without them.
Orange provides a good fit simply because it is one of the few colours with a legitimate defence against Dilemmas in Monumental Evil, Dilemmas being one of the most natural ways to avoid dealing with our Troublemakers when we use them to do controlly stuff. The big drawback is that Orange doesnā€™t provide a whole lot to shore up the Resource removal hole. While Big Mac can be nice, there are a great many better anti-Resource cards that I would prefer instead of him.
Overall, as stated above, I expect this deck to be about as much of a meme as Strawberry decks always are, though the concept absolutely can and does work sometimes, which is one reason why I always love trotting it out. Now I just need to figure out how to somehow take advantage of her effect in an aggro deck, and Iā€™ll be set with a Strawberry for every occasion.
With this deck done, the Pink Manes are all finished, which is really a relief. Itā€™s been one of my least favourite colours to build with for the whole series, but now itā€™s done. Next week we will have Deck #2 for Queen Chrysalis, Overt Operations! The RNG has also indicated that this will be a Pauper deck, so we have that to look forward to as well.
1 note Ā· View note
thegeneralsnotebook Ā· 1 year
Text
Adventures in Deckbuilding #227: Fluttershy, Reformer (Yellow/Pink Farm) [Harmony]
Fluttershy, Reformer
Tumblr media
Contradictions
Somehow, in my prior two outings with this Mane, I settled on building aggro decks even though this is clearly a farming Mane. Or at least, so my instincts said when I looked at it this time. Simply because, due to Fluttershyā€™s ability, a Villain uncovering at her Problem wonā€™t frighten all of the Friends there as the triggered ability will be suppressed by the Maneā€™s continuous modifier before it has a chance to fire. In theory, or so I theorised, this would allow us to make a Farming deck with a few more Friends in it than usual so long as we dipped our toes into Pink for some flip certainty thanks to Pinkie Sense.
Did that theory work out? Iā€™m never sure in Harmony, mostly because the format has such a large card pool that Iā€™m almost certain Iā€™m missing some obvious synergy that is probably out there waiting. Part of my trepidation comes from the fact that while Yellow does have some tools that work out great in Farm, like Spooky Ruins and Raptor Raiser, the rest of the colourā€™s support for the archetype is harder to gauge. While the Mane offer a nice trick of us being able to run many Villains, and thus being able to use them as control tools, without having to worry about frightening our own Friends, Fluttershy offers no other help to win the faceoffs required to actually do the Farming. The Problem deck doesnā€™t exactly fly together either, given that Yellowā€™s traditional faceoff stance has generally been to not care about them, or even to try to lose them with the UR Novo.
In many respects, a lot of these seeming contradictions are present throughout the deck. Autumn Blaze, for example, has a clear anti-synergy with one of the core cards that I mentioned earlier: Spooky Ruins. But I figured that it would be useful to have a backup plan just in case something happened to the aforementioned Resource.
Or, one might justifiably wonder about the presence of Kind As Can Be in the deck. The only critters to resurrect with her ability are Brian and Sneaky Snake, which are not incredibly high impact, and with only a few low printed power Yellow Friends in here, surely getting to Unity 15 wonā€™t be particularly consistent either, right? Personally, I donā€™t think so. We have a few sources of many critter tokens, and since weā€™ll probably have most of our Friends grouped up with Fluttershy at a Problem, weā€™ll be getting maximum value from Diurnal Amulet. Amulet, by the way, is also at home in a deck like this to be exhausted for the opponentā€™s turn, when weā€™ll want the -1 power to prevent the opponent from challenging a Troublemaker.
Especially in Harmony though, I think that the deck is a fair bit too ā€œstraight-upā€, as it were. Yellow has traditionally also been short on great disruptive tools, and while Pink has those in spades, I was keeping my Pink reqs low quite intentionally. I only wanted just the barest dip into the colour, so that the Yellow could stay strong. That means all of Pinkā€™s disruption was just too far away on the colour tree. In an older Harmony where Villains on their own were sufficient for controlling an aggro opponent, this deck might have stood a chance. In todayā€™s world of mainly dilemmas and other tricks, it probably will have a bad day against opposing aggro. In theory, though, if the ideal situation of farming a Troublemaker and scoring 2 points from confronting each turn can be achieved, that seems like a relatively strong engine to get us along in a game. But ultimately this deck has got me nowhere as excited as I was last week.
It feels really good to close off each Harmony deck that is still left on the To-Do list. We still have a few more of them to go, but Iā€™ll be happy to not have another one for a while if I can avoid that.
Another milestone awaits us next week: after completing Silverstream, Everythingā€™s New!, Iā€™ll be completely finished with all of the Pink Manes.Ā 
1 note Ā· View note
thegeneralsnotebook Ā· 1 year
Text
Adventures in Deckbuilding #226: Princess Twilight Sparkle, There's a Spell For That! (Purple/Orange/Blue Aggro Farm) [Core]
Princess Twilight Sparkle, Thereā€™s A Spell For That!
Tumblr media
Fossil Record
Hello, everyone. As expected, I wasnā€™t able to spend any meaningful amount of time on this series while I had the Invitational to worry about. Unfortunately, that included an extended delay in getting through the last match which added nearly a month to the expected runtime of the tournament. All that time was more days that this series had to slip, which is especially grating because it is actually very close to being finished. Out of a total of 253 decks that I need to build, Iā€™ve reached 226 so far, counting this one. Thatā€™s only 27 to go, well within what I should be able to accomplish this year. So thatā€™s one of my big resolutions this year: getting this series wrapped up with a neat bow. (Notably, until Prize Wheel gave us the new Yona/Sandbar Mane, this series would have wrapped up on the 250th post, which sure would have been nice.)
Now, the interruption of this series for the Invitational each year, does at least come with an upside, that being that spending multiple weeks with so much work needing to be done necessarily forces me to streamline my schedule and clear time to get the work done. So I hope that this series should run smoother for the time being as it slots into the time no longer being used for editing videos. Weā€™ll see how that goes.
As to this weekā€™s deck, a few days ago Hithroc and I revisited our Fond Memories card ratings from a long time ago on the Meticulous Talks stream. Among several things, I was struck by past meā€™s adamant belief that there was going to be some Purple/Orange Dragon deck which was going to be a major factor in the Core meta. That obviously never happened, and aside from the evidence of my voice on that video I have no idea exactly what deck I was thinking of. So, having rolled Twilight for the second time this week (and yes, I know that last year the previous post said Yuna would be the next deck; well, I forgot) I thought that this would be a great time to try it out and see if there actually was anything to the concept.
Now, in terms of competitiveness, I donā€™t expect anything special here. This deck will surely get mauled by Stunning Wonder the same way that every other deck does. But I am ultimately on the optimistic side here. The foundation of the deck is indeed the two FM Orange/Purple dragons that I rated so highly the first time, Garble and Maar. While Garble can be a source of AT if there are good Friends on the other side of the board (remember that tokens have zero cost!) Maar is the clear standout, especially when paired with the Blue Ember from DE. Denying an opposing flip in every faceoff is a huge deal, and when active should mean that this deck has an easy time winning almost any faceoff that starts.
Knowing that I was going into three colours and I had a Mane that would likely be flipped easily, I knew that I wanted to take advantage of Bloodstone Scepter, and I tried very hard to keep all of the requirements which werenā€™t Purple at 2 or less. Sudden Closure is the only card which violates that, and I think itā€™s worthwhile for the unconditional removal that it provides. It is often hard to get an effect like that in these colours, after all.
The other element which draws the eye right away, naturally, are those Epic Troublemakers. When I get the chance to test this deck I may end up cutting some of those, because this deck isnā€™t really a Farming deck. Those Epics are there for point acceleration and nothing more, which is why I donā€™t want Villains. But in a deck that should have such an easy time winning faceoffs, having some non-Villian Epics seemed like a great way to get some extra points every now and then. Even the new Legion shouldnā€™t be that hard to farm, since weā€™ll almost always have a dragon involved (they may not be able to contribute power, but theyā€™ll still be involved, which is all that Maar cares about). And, indeed, in the later stages of the game, if we have Orange Ember on the field and have liberally spread the +1 power counters around (and there are quite a few ways of doing that in here actually) then we probably could away with insta-farming a Grogar if we play one.
At the end of it all, I canā€™t tell if Iā€™ve recaptured that optimism that animated my spirit two years ago as I reviewed these cards. Probably not, because there are a number of other Fond Memories cards that I gave high ratings to ā€œbecause theyā€™d go in the Dragon deckā€ which arenā€™t featured here. Yet even so, Iā€™m eager to try this out. It seems like it should be fairly solid. Or perhaps Iā€™m just so out of practice that I canā€™t tell anymore. Either way the solution is the same: play more games.
So thatā€™s one down, 27 more to go! Thatā€™s still a fair number though, so donā€™t worry, thereā€™s quite a few of these posts still coming, over the course of this year. Next week, Fluttershy, Reformer!
0 notes
thegeneralsnotebook Ā· 2 years
Text
Adventures in Deckbuilding #225: Princess Skystar, Out Of Her Shell (Pink/White/Purple Control) [Adventure]
Princess Skystar, Out of Her Shell
Tumblr media
A Fond Longing
For those who may have been living under a rock for the last few weeks, this week is the Continental Championship tournament at Everfree Northwest. Though that wasnā€™t the only tournament taking place this weekend. There was an Adventure tournament as well, and I hadnā€™t put any thought into what deck I was going to be running until a few days ago. As is traditional, when Iā€™m going to a tournament and have no idea what to build for a deck, I look to whatever Mane I need to build with for this series and start from there.
In this case, from that starting point I was led in a somewhat roundabout direction, due to the unusual constraint that this deck needed to consist of cards that I actually own. The very first card that I added to the nascent decklist was Discord, Happy Trees, a card that fits very well in the Adventure style of Pink/Purple control. I could put that in there with Portal and other standouts of the format, and Iā€™d be set, or so I thought. But it turns out due to some unfortunate happenings in my personal life, I donā€™t actually have access to physical copies of the Fond Memories cards, so weā€™re left with a Pink control list somewhat lacking in some obvious cards.
Other than the ones already mentioned, the most notable things that I wished I could have were many of the Troublemakers from Fond Memories. Obviously Sirens was a card that I immediately reached for when building a deck like this, along with Mane-iac as a possibility. I also wanted to put in Bloodstone Scepter back when the deck had a lot more Purple in it.
Itā€™s interesting to see how much a relatively staid colour combination like Pink/White or Pink/Purple really wants the cards that are in Fond Memories, even in a format like Adventure with so many great cards from the past. Indeed, it was a memory from my own past that finally gave me a direction to work towards. Those three copies of Party of One do somewhat stand out, after all, even though in most matchups I wouldnā€™t want to have all three of them included. As I once heard from an old friend, that card on its own can win a match, if judiciously applied in the right circumstances, and done so repeatedly.
With a few more deck slots to put toward more counterplay, I saw that Adventure format is fairly dominated by Bluna at the moment, which was the reason that I felt I should put in Flurry Heart. The decision to put in both Bait & Switch and Discord was simply a factor of again having some extra space and figuring that I could go extra hard against Farm. Plus, in play, I found Discord to be very useful in stacking Blackmail on the top of my deck. In fact, I donā€™t think that I ever had a Problem other than Trading Traditions or Blackmail in play.
Not that it was always a particularly successful line of play. I guess that I didnā€™t quite have the mental agility to get the best out of the deck in actual play, as I spent a lot of AT drawing to find the particular answers that I needed at any point. Somewhat surprisingly, what I found myself short on more often than not was removal, so I guess that I could have included some more Pink Events for that, or even some Friends that accomplish the same idea. Bugleā€™s deck in the event that used Pleurite and Amusement Factory as removal was a nifty idea. I remarked at the time that itā€™s strange how every card in the game seems to get 10 times more annoying when it gets Portaled. Maybe thatā€™s a reason why the card got banned that one time.
Iā€™m sorry that updates have been so sporadic around here. Chances are that is going to continue since the Invitational is starting soon, and that tends to dominate my time while it is going on. But Iā€™ve accomplished a lot of things in my life simply by being persistent, and the same will prove true here. The next post will come at some point. Hopefully soon.
And when it does, it will be about Princess Luna, Double Your Fun! For the first time! Itā€™s the last Mane in the game that I havenā€™t built for this series yet, so thatā€™s actually pretty exciting. Maybe Iā€™ll get to it sooner rather than later.
0 notes
thegeneralsnotebook Ā· 2 years
Text
July Feature: Archetype Determinant, A New Tool for TIA
One of the problems that Iā€™ve faced a lot when building and working with the TIA system is the problem of how to properly classify decklists. How, that is, to determine when two different decklists are similar enough that they ought to be considered variations on the same idea, rather than as separate ideas. Iā€™ve gone through a number of different approaches to solving this problem over the years, starting with a loose set of heuristics based on colour, Mane Character, and any tribal synergies that existed within the deck. I tried to refine these heuristics for a while, hoping to find some well-defined rules that I could use, but the problem proved much more complex than such a simple system could handle. Thus, for the last little while Iā€™ve been doing classifications purely ad hoc, and itā€™s been working well enough. But the problem of trying to have a system to do it is one that I never fully left off thinking about.
In this post, Iā€™m going to be going through the beginning of the most recent attempt that Iā€™m making at this, a system that right now Iā€™m calling Archetype Determinant (AD), which hopefully will eventually be mature enough to be included as part of the TIA process. AD essentially looks at the past history of decks that have been built in Core, and assigns archetype-scores to each card in the format based on how often it shows up in each kind of deck (aggro, control, combo, farm, or midrange). Then, upon seeing a new deck, it adds up the individual scores for each card in the deck, producing a histogram that hints at which archetypes the deck is most likely to exist in.
For example, hereā€™s what the current version of Archetype Determinant thought of the decks from the most recent OnlineCon:
Thorax Blue (#1 & 2) ------------------------ Aggro: Ā  Ā  19.38 | =============== Control:Ā  Ā  1.17 | = Farm: Ā  Ā  Ā  2.97 | === Midrange: Ā  2.63 | === Combo:Ā  Ā  Ā  0.86 | =
Cadance Blue (#3) ------------------------ Aggro: Ā  Ā  11.77 | =============== Control:Ā  Ā  3.51 | ===== Farm: Ā  Ā  Ā  2.96 | ==== Midrange: Ā  3.07 | ==== Combo:Ā  Ā  Ā  3.70 | =====
Leaders Shy Blue (#4) ------------------------ Aggro: Ā  Ā  22.61 | =============== Control:Ā  Ā  0.88 | = Farm: Ā  Ā  Ā  1.76 | == Midrange: Ā  2.00 | == Combo:Ā  Ā  Ā  0.75 | =
Celaeno White (#5) ------------------------ Aggro:Ā  Ā  Ā  5.57 | ========= Control:Ā  Ā  4.70 | ======= Farm:Ā  Ā  Ā  10.20 | =============== Midrange: Ā  3.24 | ===== Combo:Ā  Ā  Ā  1.28 | ==
Cadance Orange (#6 & #13) ------------------------ Aggro: Ā  Ā  15.90 | =============== Control:Ā  Ā  4.08 | ==== Farm: Ā  Ā  Ā  2.04 | == Midrange: Ā  2.62 | === Combo:Ā  Ā  Ā  2.35 | ===
Defenders Shy Mono (#7) ------------------------ Aggro: Ā  Ā  13.94 | =============== Control:Ā  Ā  2.18 | === Farm: Ā  Ā  Ā  3.27 | ==== Midrange: Ā  6.78 | ======== Combo:Ā  Ā  Ā  0.82 | =
Leaders Applejack Mono (#8) ------------------------ Aggro:Ā  Ā  Ā  5.58 | ========== Control:Ā  Ā  8.72 | =============== Farm: Ā  Ā  Ā  8.22 | =============== Midrange: Ā  3.38 | ====== Combo:Ā  Ā  Ā  1.10 | ==
Gallus Pink (#9) ------------------------ Aggro:Ā  Ā  Ā  4.67 | ======= Control: Ā  10.98 | =============== Farm: Ā  Ā  Ā  4.91 | ======= Midrange: Ā  3.64 | ===== Combo:Ā  Ā  Ā  3.81 | ======
Celaeno Pink (#10) ------------------------ Aggro:Ā  Ā  Ā  8.99 | =============== Control:Ā  Ā  5.20 | ========= Farm: Ā  Ā  Ā  7.74 | ============= Midrange: Ā  2.54 | ===== Combo:Ā  Ā  Ā  3.53 | ======
Novo Pink (#11) ------------------------ Aggro: Ā  Ā  10.93 | =============== Control:Ā  Ā  6.42 | ========= Farm: Ā  Ā  Ā  1.79 | === Midrange: Ā  6.24 | ========= Combo:Ā  Ā  Ā  2.62 | ====
Grogar Mono (#12) ------------------------ Aggro:Ā  Ā  Ā  4.64 | ======= Control:Ā  Ā  4.54 | ======= Farm:Ā  Ā  Ā  11.17 | =============== Midrange: Ā  3.09 | ===== Combo:Ā  Ā  Ā  0.56 | =
Motivation
When I was doing ad hoc classification of decks, I found that when the answer wasnā€™t immediately obvious, I would often look at what you might call ā€œsignpostā€ cards, cards in the deck that usually only show up in particular archetypes. For example, when trying to differentiate between a Blue Aggro and a Blue Farm, seeing a card like Prince Rutherford, Yak Smash is a hard signal that itā€™s Farm. Similarly, if itā€™s a bit of a toss-up between Farm and Control, there are certain Troublemakers that tend to mostly show up in Farm like Pony of Shadows or the Storm King.
This is also true of Problem Decks, which tend to be fairly similar across archetypes, as generally aggro prioritizes low confront requirements and/or high bonuses, while control will prioritize the opposite: high confront requirements and low bonuses. So thereā€™s often a lot of clues to be found in looking there too.
Seeing these obvious clues, though, really made me wonder if there may be more subtle signals hidden within the data. For example, we can look at a really innocuous card like Join The Herd. Itā€™s quite a generic effect, and you may perhaps have a notion of the kinds of decks that it would normally go in. As it turns out, itā€™s used nearly equally in Aggro and Farm decks, with a slight preference to Farm. So itā€™s a moderate signal for both of those. Itā€™s easy for a human to pick out the strong signals within a decklist, but what about the accumulation of weak signals throughout the list? Thatā€™s a problem thatā€™s easier for an algorithm to solve.
How It Works
Archetype Determinant starts with the TIA database of decklists which have been played in competitive events. The database isnā€™t enormous, but itā€™s not small either; itā€™s 226 decks as of this writing. Obviously, more data is always better, and one of the interesting things about this tool is that it doesnā€™t need to be limited to decks that saw competitive play. In theory, any constructed decklist could be a data point to interpret, though it is likely that an advanced system should give extra weight to competitive decks. For now, though, AD is only looking at the TIA database.
Over those 226 decks, every card that shows up at least once receives 5 scores reflecting the proportion of each archetype the card shows up in. So, for example, if a card was used half the time in control and half the time in aggro (which usually doesnā€™t happen, but this is just an example) the cardā€™s individual scores would be (aggro: 0.5, control: 0.5, farm: 0.0, midrange: 0.0, combo: 0.0).
Once every card has a score, rating a deck is as simple as reading the decklist and accumulating the 5 numbers over the whole decklist, creating the 5 scores you see output in the histograms at the top.
Interpreting Histograms
So what do the numbers mean? Obviously, if one bar is way ahead of the others, itā€™s a good signal of which archetype probably sits in. Based on my experience, aggro decks tend to be the ones that most often fit this category, which makes sense as a lot of the cards that tend to show up in aggro decks are usually only in aggro decks, and so tend to be strong signals. Think about Dilemmas, Events, and the Problems which aggro decks tend to use.
More interesting are decks that have two prominent bars in their histogram. When one remains dominant and the other is secondary, that would seemingly indicate a deck that leans in one direction but also has strong affinity for the play-style indicated by its secondary archetype. Consider, for example, a Farming deck which can lean on playing Aggro if it needs to, like many Blue Farming decks do. Or a Control deck which sometimes employs lines of play similar to what a Farming deck would do.
Finally, there are decks out there which the system really canā€™t properly interpret at the moment, with three or more prominent bars in their histogram. It should be stressed that AD is still a system in its infancy, and so obviously there are going to be decks out that arenā€™t properly classified for a variety of reasons. And that brings me to:
Shortcomings And Improvements
While the eventual end goal is for Archetype Determinant to form a stage in the TIA pipeline, the system as currently implemented should be considered as essentially an alpha release. I think that itā€™s got enough features to be useful, but there are many areas it could use improvements in. I also should perhaps stress that the goal of this project isnā€™t to create an algorithm which can decide for me what archetypes to assign decks into. Even in its final form, AD will be merely a tool that is considered alongside other variables and intuition.
One obvious shortcoming of this system comes to a simple and valuable adage: "The map is not the territory." This system relies on ways that people have used cards in the past to predict how they will be used in the future. Thus, by definition, a new deck that uses cards in ways they haven't been used before is going to be misclassified. This is a big reason why AD in its current form can never be the one final word on which archetype to classify a deck as.
At the same time, there are still improvements I want to make. A change likely to make a significant improvement in the accuracy of the result is to also consider pairs of cards that show up in decks in addition to single cards. After all, many cards exist in loosely-defined ā€œpackagesā€ that get added to a deck together in order to augment a certain intended playstyle for that deck. Admittedly, I am having a bit of a tricky time coming up with examples right now, but even if there arenā€™t any obvious strong signals, there may be weak signals out there of sets of two or more cards which tend to occur together only in decks of a certain archetype.
One issue with doing this, of course, is that we start to look at a lot of data points. The card data for just this version of AD covers 651 cards. If we start covering arbitrary pairs, that number would rise to more than 420 thousand (as there would be 650 possible pairs for every card, so 650x651=423,150). Thatā€™s probably still okay to handle, but itā€™s starting to get high, especially since the obvious next step is to look at 3-tuples, 4-tuples, etc.
All of that may make you wonder: why not just go whole-hog and send a Neural Net after the problem? After all, classifying objects into groups is a pretty textbook application for machine learning. And yeah, at some point in the future I might do that, if I can find some time to learn how.
For the time being, my major areas of work on the system are going to be on adding diagnostic elements, so that hopefully I can come to a greater understanding of how best to interpret its histograms. Another point of work will be to find more decks to feed into the database. And naturally Iā€™ll want to run it on the Harmony and Adventure TIA pools as well at some point in the future. For now, though, itā€™s simply going to be another tool in the box when it comes to classifying decks and considering archetypes in TIA.
0 notes
thegeneralsnotebook Ā· 2 years
Text
Adventures in Deckbuilding #224: Princess Cadance, Friends of the Family (Pink/Blue Aggro) [Core]
Princess Cadance, Friends of the Family
Tumblr media
The Deck that Almost Isnā€™t
Iā€™ve been away for a long time now, and Iā€™ve gone back and forth for quite a while about whether this article ought to be more about the difficulties that I initially had with building this deck, or the difficulties that presented themselves in terms of writing this post and keeping going with the series. Iā€™ve actually had the deck built for whatā€™s probably coming up on a month now, but I held off on writing the post for it because I was really just lacking in motivation.
Those who know me would know that Iā€™ve gone through a phase of multiple years now of really only rarely playing the CCG. Doing Meticulous Talks and TIA, as well as the occasional convention, kept me plugged in enough for some of that time, but over the past few months Iā€™ve felt increasingly distant from the game. This got to the point where I didnā€™t really feel qualified to be making these posts anymore, talking about these decks like I had any idea what I was doing putting them together, or any clue what the proper reactions to the current metagame would be. I realized that I could not keep on doing things as they were. I would either have to stop with this series, or find the energy to keep on going with it.
Now, the good news, obviously, is that this post is happening. As I had hoped, the way to rediscover the game turned out to be the same way that I discovered it in the first place: by playing it, with good friends. The onset of Continentals was a nice motivating factor in this as well. So as gloomy perhaps as all of that sounded, the upshot is that the series is back on and Iā€™m ready to take it on once again.
With a fairly important qualification. That being that Iā€™m never going to do the same Mane twice in a row again. Because, as I hinted at the start of the post, the process of just getting this deck down was bad enough on its own. I think itā€™s a pretty weak thing, kind of built around an idea thatā€™s not really worth building a deck around. But it is what it is.
That build-around card here is Gallus, Cleaning Up. As I learned when playing Purple/Orange Aggro, while it can be difficult to win a game purely with gigantic Friends, there comes a point where itā€™s possible. In that deck I could consistently drop a 2-cost, 10-power Restricted Section and if the opponent couldnā€™t deal with it, that was it. I thought that surely I could build a deck with enough discard and draw to make a monster out of a card that gets +1 power every time that I discard a card.
Crucially though, Gallus is lacking in several key areas compared to Celestia. For one, his impact from hand will be limited, as we can only build up those +1 power counters over time. Similarly, because that power comes from counters and not from a continuous modifier, simply Gallus sets us back to square one. And, perhaps most importantly, the consequence is that in order to make using him feel worth it, the whole rest of the deck had to be built around the idea of discarding cards and drawing cards. Fair enough, Blue and Pink have a lot of good cards that discard and draw, and enough of them are griffons that we end up with some okay griffon synergy.
But the biggest mark against this deck came when I looked at it and thought, ā€œYou know, with all this hand-cycling draw, I should put in a few copies of Still Partying.ā€ Why is that a Problem? Because then weā€™re not a quirky deck built around Gallus, weā€™re a bad Still Partying deck, and further optimization from there just merges back to Gabby Draw Combo. Which really isnā€™t a vote of confidence in the foundation of the original idea.
Next week, we are definitely not going to be building for Cadance, because this was her last deck. But I am fine with staying in Pink, for Princess Skystar, Out Of Her Shell!
1 note Ā· View note
thegeneralsnotebook Ā· 2 years
Text
No Adventures post this week
I apologize, but there will be no new Adventures in Deckbuilding post this week. I got bitten by a new idea and so I've been dedicating a lot of my free time this week toward working on it. I don't want to say too much about it right now, but it is CCG-related, and it has the potential to be something fairly sizeable if I manage to get it finished.
Anyway, I won't say anything more about it until there's something concrete to look at. Next week, we'll get back to regularly scheduled deckbuilding posts
1 note Ā· View note
thegeneralsnotebook Ā· 2 years
Text
Adventures in Deckbuilding #223: Princess Cadance, Friends of the Family (Pink/Purple Midrange) [Core Pauper]
Princess Cadance, Friends of the Family
Tumblr media
Pink Alone Was Never An Option
At least part of my inability to get this deck out on time last week came from an assumption that making a Pauper deck with Cadance was going to be very easy. In general, in a format that tends to rely a lot more on midrange-y play styles with less fancy tricks and more just solid Friends, this Maneā€™s abilities seem like they should stand out. Surely, just with some straightforward good Friends and with the usual constructed bases covered, weā€™d end up with a reasonable deck.
And, well, maybe this is a reasonable deck at the end of the day. Itā€™s not a particularly exciting deck, which as many of you will know means that I donā€™t rate its prospects particularly highly. That is one of the Pauper format chief weaknesses in my eyes: a lack of really exciting cards to work with, as the really weird cards tend to end up as SRs these days, or Rares at least. Ultra Rares, you see, tend to be somewhat pushed; as Grand Pause has said in the past, a card being a UR is something of a hint that however odd its text may appear, itā€™s likely to be useful for something. Meanwhile the SR slot is where you find game text thatā€™s unique and different, while also not necessarily being actually worth building a deck around. All of which is a long-winded way of saying that sometimes the Pauper format can be somewhat boring to build in.
Even more so for me this week, as I tried at first to make this a mono-Pink deck. With such a powerhouse Mane, why complicate matters? Pink has got some fairly good standout cards in its low-rarity spots, and so surely it shouldnā€™t be that hard to get fifty cards together. And yet it was. Or, at least, it was hard to get fifty cards together without it fundamentally feeling like a Limited deck. Like I was kind of grasping at straws at the end, with a deck that really just felt like a pile of cards with no clear strategy. Granted again, with this Mane we have to add ā€œDraw a cardā€ or ā€œPut a +1 power counter on this card and another one of your Friendsā€ onto every Friend in this deck to truly evaluate their value, but it still just felt wrong, and I didnā€™t think that I had enough cards to make it work. Thus the inclusion of Purple.
There arenā€™t that many Purple cards, indeed just enough to provide a few little things that a Pink Midrange strategy working off of Cadance would want. To wit, some extra AT in a relatively cost-effective package, some but not a lot of Resource removal (Iā€™m in general less afraid of Resources Pauper versus the full constructed paradigm) and the ability to effectively run a smaller deck with Tranquility. The end result is a package that aims to be able to take full advantage of Cadanceā€™s abilities on as many of its turns as possible, with plenty of removal to fall back on and a great shot at meeting Gildaā€™s Unity 10 if the opponent has gained some initiative. We shouldnā€™t ever run thanks to some good Eager options and, of course, Cadance. We shouldnā€™t ever run out of threats, again because of our Mane. Overall, itā€™s similar to what I was expecting was going to happen, as this Mane shines above most of the other cards in this format, but was also something of a surprise.
Next week is going to be Cadance again, somehow.
0 notes
thegeneralsnotebook Ā· 2 years
Text
Adventures in Deckbuilding #222: Student Six, A Grade Above (Orange/Yellow/Blue Aggro) [Core]
Student Six, A Grade Above
Tumblr media
Toil & Water
As I say here often enough, the two kinds of Manes that I really donā€™t like having to work with are ones that are too specific in their application, and those that are too broad. For the specific ones, we build one deck and then have to build two more, and it can be impossible to figure out what else there is to do with them. For the general ones, like Student Six here, thereā€™s simply a lack of direction, and my creativity often needs something to grab on to so that I can chase it. Luckily, for the general Manes, Iā€™ve hit on the strategy of picking an interesting card from a new set and following after it, even if that card doesnā€™t end up in the final product.
This week, those cards were the new Flutterbat and the new Mint Jewelup and Lemony Gem, both cards with -1 Power counter synergy. Put together with Sunburst and Cranky from New Dawn, and we had all the -1 Power counter cards in the game. Okay, I thought, letā€™s try to go all in on -1 Power counters and see where that gets us.
As you can see, the first two cards indeed didnā€™t end up making the final cut, mostly because the deck didnā€™t end up being all in on -1 counters. In fact thereā€™s much more on the +1 side going on here, though at least some of that is because you need that for Sunburst & Cranky to work. The name of the deck is a somewhat strained reach on the amount of exhausting going on combined with the fact that weā€™ve got two cards here that donā€™t like each other at all.
Funnily enough, the two oil and water cards in this deck are both in the same colours, and only separated temporally by a single set. On the side we have Treading Water, a quintessential Orange/Yellow card which aims to say that our Friends are never at home, and indeed we have a goodly number of 2-or-less printed Power Friends to complement them. On the side of the toil, we have Orange/Yellow Cheerilee, which requires that we have a Friend at home in order for her ability to have any use. The Friends we have which are most likely to be at home are the aforementioned Cranky & Sunburst (which also, it should be noted, wants to be at a Problem because it has Diligent) and and our entry copies of Arista. But at the same time, Treading Water is a big target and I think itā€™s reasonable to expect that weā€™ll be playing without it sometimes, and Cheerilee is also an interesting option for helping with Troublemaker faceoffs.
The other reason that I really wanted to put Cheerilee in here is because I was going tri-colour with Blue to get Donut Joe (and First Mate Mullet, which is also not a bad card). It is unfortunately quite difficult to find cards in current Core that can exhaust your own Friends, but Cheerilee is one of them. Another fun interaction with Joe in this deck is Spike, a card which could stack up a big pile of counters all at Immediate speed in a pinch if it needed to. Itā€™s actually quite unfortunate, given the amount of self-milling that we might end up doing, that Orange in Core doesnā€™t really have a way to take advantage of its discard pile the way that it does in Adventure with cards like Smart Cookie. Of course, one could play Orange/White to get a lot of discard pile shenanigans, and indeed now I kind of want to try Orange/White/Blue for that reason. But in some sense I feel like I would just drift back to canonical Reanimator if I started going in that direction.
As a few final notes, the singleton Apple Delivery is meant as an anti-Villain tool, now that we have a few of them in Core. If we have a stock of Friends glued to a Problem, one of the things that we should really be afraid of is having a Villain uncover and scare them all, especially if that will knock off our big stacks of Power counters. Played at Immediate speed, Apple Delivery can counter that, if youā€™ve managed to suss out that thereā€™s a Villain coming, at least. (With just a single copy, your guessing game better be on point!) We have reasonable amounts of Resource and Troublemaker removal, but weā€™re short on stuff to deal with opposing Friends. In some sense, Cranky & Sunburst are our only option in that regard, so at least we have lots of ways to put counters on them.
Iā€™ve also opted to be fairly light on entry, mostly because our reqs are fairly low, and because in a pinch our Mane is Student Six, after all. It only struck me when building this deck, but Iā€™ve realized that in many ways Student Six is basically equivalent to Saddle Row Storefront: every time you confront a Problem you get an AT that you can save for later. In some ways itā€™s better because you get a counter when the opponent confronts too, and in some ways itā€™s worse because you can only spend the AT on Friends. (Though you do get to ignore req, and the fact that you canā€™t get AT in bursts like with Saddle Row is balanced by the fact that the opponent usually canā€™t interact with the Maneā€™s counters.) Given how strong of a card Saddle Row has turned out to be, perhaps itā€™s no surprise that this Mane has continued to be versatile and will likely remain relevant for all of its time in Core.
Our next Mane will be a trip back to Pink, for a Pauper deck with Princess Cadance, Friends of the Family! I feel so sad for Yuna, as I will have covered both of the other Fond Memories Manes twice before I get to her once! But this is how the chips fall. See you next week.
0 notes
thegeneralsnotebook Ā· 2 years
Text
Adventures in Deckbuilding #221: Cozy Glow, Double Dealer (Purple/White Aggro Farm) [Core]
Cozy Glow, Double Dealer
Tumblr media
The Power of Duplicity
I had just said in a post how I wanted to be done with Purple for the next little while, but the universe said no. It said that Iā€™ve got to make another deck with Cozy Glow only two weeks after the last one. That deck was one that I really didnā€™t like, because I was pretty much just ignoring Cozyā€™s text and generally intending to play the game without a Mane Character.
At least this week thatā€™s not the case. For her third and last installment, I have finally made the attempt to take as full advantage of her text as I could. Partly this was helped by the fact that with Fond Memories out, weā€™ve got a good stock of Epics in Core now, and Cozy needs them to function, so now, right before the rotation, is probably one of the best Core formats there will be to work with her. Obviously, you could say, ā€œWell, Cozy can confront a Problem through any Troublemaker, not just your own, so you donā€™t need Epics, precisely.ā€ But the thing is that Manes which rely on your opponent to do things have never worked out well. We want to be taking proactive advantage of her text, and for that we need Epics.
Having Epics in play most of the time does open up the strategy we can use a lot. Are we going to farm? Are we going to play control? Well, maybe. Cozy wants to play aggro, giving us a benefit on Problem faceoffs we win while our Troublemakers are in play. That seemingly contradictory bit of ā€œsynergyā€ can be a tricky thing to navigate, but with this deck I think that Iā€™ve finally got something to go with it. Since I have to pigeonhole it, Iā€™m calling it Aggro Farm, but thereā€™s some control in there too. Of course, neither of these colours is great farming, nor is our flip average as astronomical as you would usually hope for in a farming deck. But with all of these Events and Troublemakers itā€™s nothing to sneeze at really.Ā 
The reason that Iā€™m pairing with White in this escapade is simply for Twi & Rarity, and for Itā€™s Gonna Work. I wanted as much ā€œPut a Troublemaker from your discard pile into play faceupā€ as I could get. The theory being that our Troublemakers are going to leave play either because we farmed them or because we just had a Problem faceoff beneath them. In either case, we want them back in place ASAP because on the opponentā€™s turn weā€™re playing control. The Problem deck is working to this effect as well. I think that in some sense that may be a good way to think about Cozy Glow: she lets you run a control-oriented Problem deck and yet still play aggro because the problems have a high bonus only when you win the faceoff. Now, notably, Cozy only lets you substitute the Troublemakerā€™s bonus if you would score her Problemā€™s bonus points, so positioning her is unfortunately another thing to consider when youā€™re thinking to start a Problem faceoff.
Having such a funky gameplan also means that we get to consider cards that most other decks donā€™t even get to think about. I was overjoyed to realize that I had finally found a deck that would want The Power of Friendship, and indeed itā€™s likely to be an excellent card for the turns where we play it. The fact that weā€™ll hope to be scoring points often in large bursts makes Saddle Row an excellent choice (not that it isnā€™t also great generally, but it is better when you can recoup your investment faster before it gets removed). For a long time I wanted to find space for the Purple/White Octavia with Song synergy in here, as I would love to have extra copies of both of the Songs in here. But unfortunately 2-White wasnā€™t an important level, and it was actually Double Take which forced it out. Double Take as being able to have Cozy present at both Problems during a single Score Phase is another way to get into a DFO if we have two Epics out.
Aside from that, I donā€™t think that thereā€™s much of anything super-fancy in here. Much of the rest is the usual Purple standouts, tweaked just a bit as we remember that this is an aggro deck and not a control deck. Alas that I have a shorter schedule this week and wasnā€™t able to try it out. I definitely would wanted a ā€œTry Before You Buyā€ on this concept. But there may be time for that next week. Iā€™m cautiously optimistic about this thing, but I also know that the strategy is so different from what you usually do that it would probably take some practice to get a better sense of what the deck wants.
With that Iā€™m done with Cozy Glow, before I even made more than one deck for Chrysalis. I donā€™t have that many Purple Manes left to go, so I really hope that this time I can get a real break from them, for 3 weeks at least.
On May 6, I take on the Student Six, for the third and final deck with that Jack of all Trades. See you all then!
0 notes
thegeneralsnotebook Ā· 2 years
Text
Adventures in Deckbuilding #220: Capper Dapperpaws, Charmer (White/Pink/Purple Combo) [Harmony]
Capper Dapperpaws, Charmer
Tumblr media
Tranquility Shenaniganry
Now, this is a Harmony deck for what would normally be a Core Mane, which is outside of the norms of what I usually do in these posts. But I have two good reasons for jumping into Harmony this week: 1) We have a HACO coming up and Harmony may be on peopleā€™s minds, and 2) I had this combo idea a while back and I really wanted to try it out, but it only worked in Harmony. Having said that, as is tradition the reader is cordially invited to study the decklist above so that they may work things out for themselves before returning here to read on. You may be surprised though, in studying the list searching for a combo, because there isnā€™t one.
In fact, there are two. Or, perhaps more accurately, there are two half-combos which are totally distinct from each other. Neither one of them can win the game on its own, but when put together they very well could do it. Anyone whoā€™s read some of my previous combo posts might recognize the Matilda loop in the above list; Iā€™ll get to it for those who arenā€™t familiar. The second ā€œcomboā€ is the deckā€™s namesake, and an idea for which I cannot claim credit: I was inspired by one of Romanā€™s decklists which was posted in Discord.
First, the Matilda loop, which Iā€™ve used before in other decks here. Just three cards: Trenderhoof, Matilda, and Dramatic Apology. So long as the opponent has more points than us, playing those 3 cards with one Matilda already in the discard will allow us to score as many points as necessary to tie the opponent. Ideally, the opponent has at least 8 points, because somebody having at least 8 points is a requirement for the next bit.
Second we have the Tranquility Shenaniganry. Simply put, we want to play our third Tranquility, and copy it as many times as possible. With a Chrysalis out this could potentially be up to 4 times, but 3 is hopefully more realistic. By the way, if youā€™re wondering how we play more than one Twilight with a Trenderhoof out, there are two possible answers to that. First, we could do the Tranquility stuff before the Matilda loop as long as the opponent has at least 8 points. Second, when we score the Matilda point that ties us with the opponent, weā€™ll have one more Dramatic Apology trigger. If thereā€™s a Lily in the discard, that takes care of Trenderhoof for us.
Because Tranquility gains 1 AT, then +1 AT for each copy of Tranquility in the discard, a copy of the third Tranquilityā€™s effects gains +4 AT and draws a card. This means that if we copy the third Tranquility three times we gain +15 AT and draw four cards (+3 for the Tranquility itself and +12 for the copies). 15 AT is enough to score 5 Mistmane points. So, presuming that the Matilda loop took us to 8 points, weā€™d now be at 13, which is getting close to the magic number. If the opponent had 10 or more points, weā€™ve already won, but say we need just a few more to get over the line. How then to get those?
Thereā€™s actually two possibilities. For one, as weā€™re Mistmaning, we still have Dramatic Apology in effect. If weā€™ve got some stuff in the discard, we might be able to build up to a couple of confronts. In particular Lily and Generous Pony play well together for this purpose. Option Two is to unflip Capper before the combo turn so that we can flip him again. It was a fortuitous thing when I realized that ā€œHey, all the combo pieces in this deck have even power!ā€. In particular, if we can fish all 3 copies of Tranquility out of our discard pile (and we may be able to stack the deck with Pinkie Sense if weā€™ve got some cards we donā€™t mind getting shuffled away), we net gain +1 AT and draw 3 cards. Now, that may not seem like a lot, but the difference between 2 AT and 3 AT is huge here, when 3 is another Mistmane point, another Apology trigger, etc.
All in all, this is probably the most Frankensteinā€™s monster-ish combo deck Iā€™ve ever built here, yet at the same time I think it might be the most plausible. Itā€™s deterministic, after all, which is more than I can say for some of my other efforts. But, and I cannot stress this enough, this deck is silly and probably will never win a game. While Iā€™ve traced out its path to victory up above, you may have noticed that we ran out of cards in hand at some point there. The AT cost to start up actually isnā€™t that bad, since the Matilda loop is 7 AT (with appropriate req already established), and then we need 6 AT more to play the Twilights, and 1 more for the first Tranquility, for a grand total of 14 AT. But we kind of need to have a specific seven cards in our hand and a few in the discard pile, which isnā€™t very likely.
Moreover, an opponent who knows this is coming can stop us in our tracks pretty easily simply by scoring one point and then holding that for the rest of the game. So again, please use caution. Iā€™ll have you know that I have pulled off the Matilda loop for I believe 12 points before, so that part is reasonable. The last few points were always the hard part, but here itā€™s hopefully a little easier.
Iā€™m happy to be done with the Capper decks, because as much as I have lots of fun building silly combos with him (two of my three Capper decks were combos), itā€™s hard to come up with combos! You know whatā€™s another Mane that Iā€™ll be happy to be finished with next week? Itā€™s Cozy Glow, who somehow came up again!
0 notes
thegeneralsnotebook Ā· 2 years
Text
Adventures in Deckbuilding #219: Cozy Glow, Double Dealer (Purple Control) [Core Pauper]
Cozy Glow, Double Dealer
Tumblr media
Cozy the Chess Champ
So it turned out that I was actually very wrong last week when I said that this Mane was going to be an interesting one to build for in the Pauper format. In fact, just as with Rainbow Dash, one requires only a cursory look at the cards on offer in the format to see that her abilities are going to be worthless. Once again, weā€™ve got no Epic Troublemakers, and no way to make Troublemakers Epic, so her first ability is not going to proactively help. Yes, Cozy would allow us to confront through opposing Troublemakers, but as we all know itā€™s never a good idea to build a deck around things that your opponent might do.
Similarly, in Core and in Pauper, there are no Troublemakers with bonus 2, and in fact of the 24 that we do have access to, only 9 of them even have bonus 1. All of the others are bonus 0, so we would have to stretch a bit to even make the second of her abilities ever relevant. And then, obviously, her third ability is actively harmful as it always is. Dare I say that working with Cozy in Pauper could actually have been even harder than working with Rainbow was? I mean, it was a heck of an effort to flip RD over, but at least once that happens she would be useful. I honestly couldnā€™t think of a good reason that weā€™d ever want to flip Cozy over. Weā€™re just paying 3 AT for 2 Purple power and a tangentially-useful ability in an increased Home Limit. (And some of you may see in that the reason why I have given the deck this name.) The opponent could take even those benefits away from us just by confronting more than one Problem in a turn.
Therefore, I decided that the simplest course of action was simply to not turn the Mane over. We can let Cozy check out at home for the whole game and let her Friends, er, minions do the heavy lifting of actually getting anything done. This decision was also a consequence of the fact that I didnā€™t really feel like building any of the Purple colour combos this week. I have had a glut of Purple decks lately (this will be the fourth one consecutively to be published) meaning that I was tired of Purple/Blue, Purple/Pink, and Purple/White. The other two colours didnā€™t really appeal to me either. But when in doubt, one can always go mono, especially when you need to overload on entry cards because your Mane will never flip. And now that Purple has a plethora of great Resource removal options, it has a fairly well-rounded kit all on its own, even in Pauper.
Naturally, the strength of the colour I think will always be in slower play, due to the reactive nature of Events and the colourā€™s innate synergies with Events and Troublemakers. So thatā€™s the direction that I decided to go in here: the slow early and middle game, always with an eye on the Spirit Siphon transition into an AT-fueled Restricted Section endgame when such a thing becomes possible. Purpleā€™s lack of permanent Friend removal virtually guarantees that a more aggressive endgame strategy will become necessary at some point, as while the tools that we do have for defending Troublemakers are potent, the opponent is virtually certain to get through eventually, and then it will be a race. But it will be a race that we, hopefully, will have spent some amount of time preparing and laying groundwork for.
I unfortunately didnā€™t get the opportunity to test the deck out this week, with people Iā€™m sure much more interested in preparing for the upcoming BABSCon tournaments. But I can tell you that Iā€™m not particularly invested in getting any. Partly that is a measure of exhaustion with the colour, partly itā€™s because I donā€™t expect much of anything from this deck. I will be very happy to move on to something new next week, and hopefully not touch Purple again for quite a while. Can you do that for me, dice?
Well, wish granted! Itā€™s not Purple, and this time it actually is going to be interesting, as White Manes so often are. Next week, itā€™s the third and final deck for Capper Dapperpaws, Charmer!
0 notes