I genuinely love Magic: Arena. I played for less than a week
before I earned the cards for mono-blue tempo, a deck that either wins or loses
in about three minutes. Then, I press play and I’m immediately in another game.
I had a game where, on turn two, my opponent tried to Lightning Strike my 1/1
with Curious Obsession, I responded with Dive Down, and they conceded. This, to
me, is the ideal game of Magic.
Magic: Arena is more than just a digital implementation of
Magic (which is what Magic: Online was). It is a large number of improvements to Magic. Years ago, I
redefined the literary art form of the essay with the unfathomably great “why magic sucks.”
To recap: the mana variance sucks, it’s expensive, there’s a conflict between
its status as a collectable and as a game, and it’s old. Arena notably succeeds
at tackling the first three issues, and makes a decent stab at the last one.
Arena is a free-to-play that doesn’t feel like a game that’s
constantly trying to rip me off via microtransactions. Maybe it’s because I had
a decent winrate in my early drafts, but I found it pretty easy to chain drafts
together; I think I spent $5 or $10 on gems when I did poorly in a few drafts
in a row, which is a more than reasonable price for the entertainment I got out
of the product. Unlike paper or MODO which expect you to spend around $4 a
pack, Arena gives newer players cards pretty readily. There are five starting
decks, it’s easy to unlock new ones with daily quests, and playing games rewards players rather than charging them (one of my
main gripes with MODO five years ago).
In a move that proved extremely unpopular with people who
spend over an hour a day on Reddit, Magic: Arena generates two opening
hands for players in best-of-one matches and invisibly chooses the hand with
the more average land-to-spell ratio. This would be impossible (or
at least extremely awkward and time-consuming) in real-life games, in addition
to being wildly unpopular with “serious players,” but it in an online format
where the games are quick, it makes Magic dramatically more fun. Instead of
roughly 25% of games being decided by one player or the other not being able to
play their spells, players interact with each other meaningfully far more
often. As generally opposed as I am to interacting with Magic players (see the
blog’s tagline), this seemingly-hacky solution makes Arena games literally more
enjoyable than they would be on paper or on MODO, even if the interfaces were
exactly the same.
As far as the game being expensive and collectable, Arena’s
solution genuinely shocks me: it has no economy. It has no option to trade.
Because players get “wild cards” on a predictable basis, there’s no mythic
that’s a ton more important than another mythic; for a constructed deck, one
just saves up enough wildcards for it and cashes them in. I was in a draft
where I opened a mythic that wasn’t in my colors and instinctively went to
raredraft it (since that’s what Magic has taught me to do). Then I realized
that in Arena, unless I was specifically trying to build a constructed deck using
that one specific mythic, I really did not have to give a shit. I took the
common that went in my deck, because Magic is a game and I was selecting the game
pieces to use. When I was trying to build that mono-u tempo deck, I just
kept doing drafts and random games until I had earned the packs to get the wild
cards I needed. Easy.
(This isn’t to say that building any deck in Arena is
trivial; making ones with lots of rares and mythics seems like it would take a
ton of time and/or money investment into the game. But games like Arena have to
have some sort of progression, so I don’t think that’s unreasonable.)
Magic being old and out of ideas isn’t something that Arena
addresses directly, since the cards are still the same that the paper game
uses. But it’s fortunate that it exists in an era where Dominaria is around. I
guess Dominaria drafts were just pulled and replaced with Guilds, but Dominaria
is an absolutely delightful set, one that deserves its own Kill Review going
into what makes it so much better than other recent sets.
Magic has a lot of baggage built up in its rules as a
necessary part of having so many cards, and Arena does a great job ignoring all
of it while still delivering accurate Magic gameplay. I’ve only had to hold
ctrl for “full control” once instead of having Arena do all the busywork of
land-tapping for me; I can remember one time it tapped my lands wrong, and I
expected Charnel Troll to let me respond to its upkeep trigger by default,
which it did not. That’s about the biggest flaws I can find with the ways Arena
streamlines the game, which for me, means it’s doing a pretty good job.
One reason Magic sucks that wasn’t in the old essay, simply
because I’m so used to it, is how
slow it goes. It’s only when an app does all the busywork for me, without
substituting its own busywork like MODO, that it’s truly obvious how much of
our time spent playing Magic is spent physically manipulating cards, adjusting
life totals, making sure your opponent isn’t cheating, etc. It’s only after
playing Arena, which zips through games even when they get fairly complex, that
I think about how tedious it is to play Magic in real life, requiring a couple
minutes of shuffling before every game, and a lot of physical manipulation for untapping/spellcasting/attacking
when boards get more cluttered.
Occasionally, I’ll want to play Cube on Magic Online.
Sometimes I play one or two, then spent the next few days complaining about
Magic Online. Since starting playing Arena, I’ve had next to no desire to ever
touch that piece of shit again. I think Arena might have even somewhat spoiled
me on wanting to play paper Magic; it’s
that slick of a program. All the complaints I have about it are incredibly
minor. It’s wonderful.
4 comments:
A small note, but more balanced land/spell ratio is only one of the factors used in determining which of the two opening hands to show you. We don't know what the other factors may be and how they're weighted.
Arenas i scrap. The thing is you like it because you play blue. Fucking blue is killing this game
BlUe iS kIlLiNg ThIs GaMe.go play any eternal format and get back to me. just consider yourself lucky that counterspell probably won't be printed in standard again. alternatively, learn to play strategically and bait your opponents to counter your weaker spells or just play Blue and deal with it.
what are you even saying?
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