First Annual Lord of Games Tournament

There are many things that go into being a gamer. Devotion, intelligence, willpower, and determination are the key elements you need to be a gamer. However, what does it take to be more than just a gamer? What does it take to be The Lord of Games?

 

The Lich’s Lair Games is going to find out this June. Get ready for an event bigger than any we’ve done before. An event where one winner will take home the Official Lord of the Games Crown.

 

Players will take place in any of the upcoming Lord of Games Qualifying Events. Victory will give them 5 points toward participation, with 3 points going to 2nd, 3rd, and 4th, in the Semi-Finals. The Top 16 point holders will go on to the Semi-Finals, and of those 16 only 4 will qualify for the Epic Final Round. Players may compete in multiple events to collect additional points.

 

To qualify :

 

June 2nd 2012 2PM – Magic The Gathering : Lord of Games Event

Format : Draft

Cost : $15

 

June 9th 2012 3PM – Heroclix : Lord of Games Event

Format : Draft

Cost : $25

 

June 14th 2012 6PM – Settlers of Catan : Lord of Games Event

Format : Base Game, 10 Victory Points

Cost : $5

 

June 21st 2012 6PM – Dominion : Lord of Games Event

Format : Core Game Only, Predefined Start

Cost : $5

 

Semi-Finals Event :

 

June 23rd 2012 – 3PM

7 Wonders

Blood Bowl

Ticket to Ride

FINALS

June 30th – 3PM

>IRONMAN GAME COMPETITION<

Four Obscure Games

Played By

Four Outstanding Players

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Deckinomics 101 : The Irrelevance of Mill

There is an archetype that exists in the game of Magic which every player has played and which ever player hates to play against. The strategy is to eliminate all the cards from your opponent’s deck by causing them to discard them from the deck. This strategy is referred to as Milling, named for the card Millstone, the great grandfather of all Mill mechanic cards. Every time a new set comes out several cards are printed to support this mechanic to remind players that Magic is a game which allows you to play the game any way you want. However, the truth is that the people who develop Magic the Gathering could never actually allow these cards to be relevant. In this article I will prove why.

 

Let’s start with the most basic thing we know about the Mill mechanic, it is the most powerful ability in the game of Magic. Please keep reading before sending angry Facebook comments. The mechanics of Mill are so powerful that players have even Milled themselves. The reason Mill is so powerful is that it essentially does so many things. Mill kills creatures, counters spells, destroys enchantments, destroys artifacts, and kills your opponent all at the same time. This concept is what makes Mill so powerful. Because Mill does so many things it is very hard to balance the mechanic. We have seen combos that seem very effective at times, Traumatize & Haunting Echoes and Grindstone & Painter’s Servant, but these are usually simply examples of untested after-thought card interactions.

 

Consider even the weakest part of the Mill strategy; the fact that you are trying to attack your opponent’s 60 card “life total” instead of his 20 Life. This seems like a bad race, but keep in mind that like burn spells you are evading the need to attack your opponent directly. You can instead throw spells and abilities at him which will “deal damage” to his “life total,” at the same time, however, you are killing creatures, lands, and spells. This is exactly what about Mill makes it seems so intriguing to new players and always makes it appear so broken, which is because the reality of Mill is that it is broken. It is a mechanic which does all the things we just examined.

 

So if it’s so powerful, why can’t it work? Essentially, there are two defining reasons that Mill won’t work. The most obvious one is the same thing anyone who has tried to pilot a deck designed only to burn out your opponent knows, paying a little man for damage over time is more powerful than paying mana for damage up front (something to be discussed in an article some other time). The reason this is, though, is the real reason Mill can never work. Mill cards are never as powerful as their creature or even burn counterparts. They aren’t allowed to be.

 

That’s a really outrageous claim. Traumatize & Haunting Echoes was a card combination mentioned earlier and they were printed on top of each other. That’s right; and for those people who played during that time it was never really a game breaker. Traumatize operates on the assumption that you when you play it you will hit a fairly approximate number of cards. Assuming you play it on turn 5 you will hit at most 48 cards and Mill away 24 of them. Five mana for 24 sounds fairly good, but let’s compare that to a burn spell. Assuming your opponent’s life total is 20 and their deck is 60. That means that all Mill spells deal rough 1/3 the cards they mill in “damage”. So in the instance of a full powered Traumatize you hit your opponent for 8 damage for 5 mana. Still seems fairly impressive. However, on that casting of Traumatize your opponent can now safely play a 5/5 for their 5 mana. Putting you on a 4 turn clock. Now we assume the next turn you play Haunting Echoes. If we figure that 1/3 of their deck is also lands and that you hit 50% unique cards you (the average for haunting echoes), you will get to remove another 15 cards, so another 5 damage. Sounds really good right now. Your opponent is at 3 and after next turn you will still be at 15. You only need to survive for a few more turns to win the game. This is the best case scenario for this pairing and it still wasn’t the most played deck during it’s day. However mathematically it was probably the best chance Mill ever had in the standard environment.

 

Fast forward to today’s standard environment. We’ve been given cards like Jace, Memory Adept, Jace’s Erasure, and Increasing Confusion. All of these cards grant you a more than once benefit and yet still there aren’t mill decks running amok. Even with Nihil Spellbomb to try to stop the graveyard abuse that these cards inadvertently create, we still don’t see an abundance of Mill. The reason is that Mill can’t defend itself. It is doing all these things that really hurt your opponent, but unlike creatures and burn, Mill doesn’t do anything about the threats on the table and to deal with them you must utilize slots which our counter-intuitive to the success of your deck. Traumatize & Haunting Echoes were great because it two cards you could optimally get your opponent for 39 cards, but usually you got them for 30 and suddenly every additional copy of Traumatize and Haunting Echoes became dead cards. In Standard that is the same case. When staring down a field of creatures right after you just used your Day of Judgment, Jace, Memory Adept doesn’t exactly keep you in the game.

 

These cards can be printed with the knowledge that the mechanic will never be an overwhelming success and yet still intrigue the player into feeling like Mill could still be relevant. Sometimes the cards are just right and Mill can even appear to be victorious more than many would expect, but at the end of the day Wizards of the Coast knows that the Mill mechanic is a bane to most of it’s players and that there is little way to empower the mechanic without making it broken. There is no reason for them to ever make Mill a relevant enough strategy and there appears to be little reason that needs to change.

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Play the Player : The Right To Combo

Hopefully some of you out there are excited to see the return of at least this title of articles. Welcome to Play the Player, an article series about the Meta of the Meta-Game. Previously, this series was a V:TES series talking about the various types of players which populate the game of V:TES. With the new revisions Play the Player will become a series which we hope to expand far beyond even just CCGs and possibly into the great unknown of games. This article though we will be talking about Magic the Gathering and a specific type of player, Johnny the Combo player.

For those of you that are familiar with the game of Magic the Gathering, Johnny was one of the three main archetypes defined in the Magic the Gathering subculture. A Johnny combines powerful cards to try to form some sort of infinite combo consisting of either mana, damage, both, or some other strange means of instant victory. I should point out that Johnny is different from a player simply playing with a combo in their deck. Johnny is the kind of player that can ONLY win with a combo.

First, let’s take a look at what makes a Johnny tick. Johnny puts together his deck consisting of as many ways to combo and achieve combos as possible. His deck may contain some ridiculous number of tutor cards (card which search your deck for cards) and traditionally at least a couple dozen combos. Often times a Johnny will be seen with a near empty field, unless they are comboing, or a few minor chump creatures with some sort of defensive ability, such as death touch or lifelink. They will play tons of draw and search mechanics to help achieve their combo. Johnny is devoted to burning away his deck in search of instant victory.

 

Now that we know how a Johnny plays, let’s look at some of his weaknesses. Johnnys are highly susceptible to taking damage for swarms of creatures. Aggro decks tend to make a Johnny quite nervous. Targeted elimination spells played with precise timing are a Johnny’s bane; cards like Relic Crush, Krosan Grip, and most other instant speed removal can disrupt a Johnny’s entire game. A Johnny is nothing if they can’t fish through their deck. If you don’t think you can stop the danger spell, try to stop them from getting it in the first place.

However, most of us know his weaknesses, this article isn’t just about teaching you that Aggro with removal is good against a Johnny. No, this is about Playing the Player. This is about making the best decisions not matter what the circumstance. Johnny’s are a dangerous breed. They tend to remind you that you still have time if they haven’t comboed off yet. In multiplayer a Johnny might try to make themselves seem less threatening by pointing out the “dangerous” players on the board. Johnny will also often times try to bait a player into overextending by playing one or two pointless creatures onto the field to get you to do the same, hoping that his board wipe spell will spell the end of your field advantage. These are how a Johnny will try to Play you.

When playing against a Johnny the real key is to be reclusive. Don’t overextend by blowing up things that aren’t real threats. For example, the 8/8 the guy across from you just played might seem frightening, but Johnny is just as worried about it and if he can’t control it he will eventually have to toss a card at it, save your spells to stop Johnny’s spells. The best mentality against a Johnny is to keep in mind that the only reason they want you to think something is a threat is so they can retain that much control later on. Also, don’t be afraid to smash in the face of a Johnny. A combo player can be at 1 life with 3 lands and win the game, they are dangerous even when staring down the simplest forms of defeat. The only safe Johnny, is a dead Johnny.

That’s all for this article. If you like it please, share it with the rest of the interwebs. Like the Facebook Link, Share It, and Check Back for more articles. Feel free to leave a comment here or on Facebook. We’re always willing to reply and discuss.

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FNM Results – 03/17/2012 (Standard)

1 Smith, Corey
2 Schuler, Austin
3 Piotrowski, Barry
4 Moscatel, Matt
5 Hering, Adam
6 Dyke, Charles
7 Cash, Andre
8 Mccarthy, Joe
9 Lingvay, William
10 Burnley, Abram

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Redesigned With A Simpler Concept

As promised to our players, we have launched a new version of The Lich’s Lair Online. The Lich’s Lair Online will be a slow evolution of ideas and commentary on a world with one of the most unique participant groups of all time.

When The Lich’s Lair opened 4 years ago, we wanted to be different. We wanted to be the place you went to be a part of something. Not a store, not a venue, not a zone, but a Community.

Community? You’re mascot is an Undead Creature that commands powerful magic which he used to make himself virtually immortal. How is that community?

Let’s look at the society of an “Evil Overlord.” There has to be a reason people are so enthused about being a part of his team. There aren’t usually tons of people flocking to become a part of the Knight of Martyrdom, but for some reason the “Bad Guy” has got the market cornered on having people. The reason for that is Evil has the Community concept down to a Science. Good guys expect you to fight with little gain. Evil expect you to fight and will reward you greatly for success. Evil always has a great benefits package for your family. Evil always seems to have things covered.

So you’re Evil? That doesn’t sound like the kind of place I want to shop!

Now hold on there, we didn’t say we were Evil, we’re just explaining why we chose to be a creature known for being Evil. That doesn’t mean we are Evil. Who could reward you better than a creature which needs nothing more than it’s existence? Monetary gains mean nothing to a creature who will never need to buy a meal.  All we are saying is that we take the aspects of the most successful enterprise and incorporate them into our community.

Still though, you’re a Lich and that clearly means you have to be Evil!

Woah, woah, woah… Somebody call the stereotype police, Davey. There is no rule that says to be a Lich you have to be Evil, that’s just bad Public Relations on the part of most of the Lich’s of the world. A Lich is simply a creature that traded it’s life to obtain some greater purpose and power. We are a Lich to show that no matter what the situation we will return from it just as good or maybe even better than before!

You have a Lair and everything though!

So you mean to tell me that you don’t have a Lair? Almost everyone does somewhere. Some are fancier than others, and some aren’t much of anything at all, but most of us have a place we call our Lair!

Then what’s the deal with calling your Loyal Customers Minions? Sounds like something an Evil Overlord would do!

You’re right, what better way to make people feel like they are part of a community then give them a title which says welcome to the Lich’s Community. Minions are a valuable asset which no Lich would be without. In fact that term could even be perceived as more endearing than the word friend from some perspectives.

I just don’t know, this all seems kind of shady to me.

The best way to find out is to be a part of it yourself. Stop by, experience our community. Expect to interact with real people. People who are a part of the game. People who share pride and emotion in their game. People who even at their worst are still happy to be a part of a community like ours. It’s those people that keep the Lich alive. And that’s why were happy to try to keep our community alive, even if it doesn’t always seem that way.

Posted in Ask The Lich, Phylactery | Tagged , , , | 2 Comments