Sunday, December 31, 2017

Patient 9, Entry 9, Alpha v2.331 release

Wow it's been over 4 years since I made a Patient 9 post.  How time flies!  There's been significant progress for Patient 9 since my last published build (v2.262).

The main goals of this build was to:

  • Improve the main story by adding more dialogue and characters.
  • Increase the difficulty (less items, more enemies).

I'm pleased with the progress (even if it's taken way too long!) since the story now has a beginning, middle, and multiple endings.  It's no where near perfect but now all the core mechanics are in place and the skeleton of the story is done.  All that's left now is to upgrade the graphics, animate actors, and then do polish passes until

This is a download link for the flash file. If you don't have Flash you can find it here.

Here is the link for the web version (not recommended, stencyl arcade has treated me like trash)

Feedback is appreciated, feel free leave it as comments.

I should be doing a post pretty soon on how I've improved my workflow by breaking down tasks into very small steps and utilizing slack.

Friday, January 8, 2016

UR Twin: Spread the love v1 alpha draft

Note:  this is just a collection of thoughts and a rough decklist

lost a lot to tron, roughly 1 - 3 in matches vs it, can only beat average players, good players have good plans, are resistant to blood moon, and have strong hate cards like boil or choke

notes on this list

  • shore up the tron match up
  • experiment with the 4 colorless mana base
    • no fucking way am i going back to the 1 loothouse living
    • i like the 1st tect edge over the 2nd ghost quarter since i think 2 lands that give your opponent mana on the exchange is a bit too high
  • try out spreading seas again and see if it's as glorious as it once was
Deck has 18 blue sources, which is average for twin lists
only has 14 red soruces, which is noteably lower than average but still functional

Lands (23)
4 Island
1 Mountain
4 Scalding Tarn
4 Misty Rainforest
2 Steam Vents
1 Breeding Pool
3 Sulfur Falls
2 Desolate Lighthouse
1 Ghost Quarter
1 Desolate Lighthouse

Spells (21)
4 Lightning Bolt
4 Serum Visions
2 Spell Snare
1 Dispel
1 Logic Knot
4 Remand
2 Spreading Seas
1 Roast
1 Electrolyze
1 Cryptic Command

Threats (16)
3 Deceiver Exarch
3 Pestermite
4 Snapcaster Mage
2 Vendilion Clique
4 Splinter Twin

Sideboard (15)
1 Relic of Progenitus
1 Dismember
1 Dispel
2 Ancient Grudge
2 Pyroclasm
1 Roast
2 Blood Moon
1 Vendilion Clique
1 Engineered Explosives
2 Jace Architect of Thoughts
1 Keranos God of Storms

I'm thinking about leaning toward the control plan and playing 2x Jace AoT > 1/1 split of Jace/Pia.  That way I can board in Jace in some combo match ups and dig to land denial vs rg tron.  Also thinking about how to fit in one, just one crumble to dust.  I don't like playing molten rain since blood moon is such a beating vs a wide range of decks (bloom, uwr, medium vs infect).  Might want to try to wiggle in the 2nd electrolyze.

If the spreading seas aren't good I can go back to +1 dispel +1 logic knot.

So far the 4 colorless mana base hasn't cost me a game, but in one game vs burn it was awkward.

part of the spew vs RG Tron may be caused from not having enough answers to spellskite g1, which in turn effects g2-3?  not doing it cause i think it warps the deck a bit too much, also twisted image is a consideration mayhaps

could try out 2x batterskull, 2x jace aot, 2x blood moon for fair mus
might pass on crumble to dust and coast off the main deck changes

please cheer for me and i will try to give good games and reports

so im thinking about changing the sb
-2 blood moon
-1 crumble to dust
+3 Molten Rain (with 4 snaps)
-2 ??  keranos and whatever
+2 thundermaw hellkite

and md -1 ?? +1 electrolyze (probably dispel)

Sunday, June 15, 2014

MTG: Modern, UWR Kiki Midrange, PTQ Syracuse June 13th Report

This weekend (June 13th) I trekked down to a PTQ in Syracuse New York where I finished in 15th with a 6 wins 2 lose record. I'm taking a small sabbatical from Splinter Twin and sleeved up UWR Kiki Jiki at the recommendation of Daniel Fournier.

Modern - UWR Kiki Midrange

last minute change of 1 Lightning Helix in the board for 1 Sphinx's Revelation
Quick Tournament Report

I started off the day with a quick and decisive loss against fellow grinder buddy Leonard Laratta on Mono Blue TimeWalks+HowlingMines.dek. Afterwards I rattled off 6 straights wins against. . .

1 UR Delver: all you have to do is sit back and play a hard control game and eventually you'll tucker them out. Helix was obviously sweet. I'm definitely the control in this match up.

1 Living End: apparently counter magic + mvp Relic of Progenitus makes this easy peasy.

1 Kiki Pod: piloted by Ryan Goslings step brother/recent PTQ winner Paul Dean who fell victim to mana flood and frequent mulligans.

1 UW Control: won g3 in turns thanks to Kiki Jiki, I found I had to be pretty aggressive in this match up to take it down. I'm definitely the beatdown in this match up.

2 Scapeshift: lost g1 each time and then boarded into a UR Fae style game plan of burn, counters, and flash based beatdown aka the sweet things in life. I got tricked at one point, my r7 opp played Scapeshift with 5 lands in play, after some humming I let it resolve and he fetched a Boseiju!! Thankfully I had V Clique + Resto to snipe his second Scapeshift ant bring the noise. I'm definitely the beatdown in this mu.

Going into the 8th & last round I was in 10th place and unable to draw. I played against traditional Jund.

Game 1: Everything fell into place and I controlled the game completely with tons of value provided by Wall of Omens, Snapcaster Mage, Electrolyze, Path to Exile, and Restoration Angel. Despite having drawn 3 more lands than my opp who was on 4 I still had more in play and in hand than him.

Game 2: I lost to a triple discard + Liliana of the Veil draw. I made a few mistakes here. I didn't try to maneuver the game to a point where I could Cryptic Command bounce+draw Liliana into my opponents empty hand with her +1 on the stack. Instead I prematurely discarded Cryptic Command. Also I kept in Kiki Jiki for games 2-3. I think it's a pretty big mistake since they're going to be loading up on discard+removal, what you want is more cards that draw cards or removal to stall the game out so your independent card advantage engines can come online, not a 5 drop in your hand that does nothing by itself.

Game 3: I had a t1 relic containing my opponents t1 discard into t2 Goyf. I went for Vendilion Clique on turn 3, which saw another Goyf, Maelstrom Pulse, Courser of Kruphix, and 3 Lands. Since I had tapped out I made him cycle his Pulse since I wouldn't be able to cycle Relic and contain his double Goyf.  Unfortunately I was greeted by Lilianna of the Veil off the top. From there I was just a bit too far behind on the board and eventually was knocked out of the tournament.

Changes I'm considering are . . .

Serum Visions: This is mostly to support the 4th Snapcaster Mage I'm considering, as well as helping dig to those delicious Restoration Angels and other absurdly powerful cards.

Telling Time: Lets you keep open mana and play a draw go game. Probably bad, my experiences with it is that it's horribly mana inefficient. But Snapcastered Telling Times are actually pretty potent.

1 Negate: I found my hard counter count a little lack luster vs Scapeshift, I figure that same would be true for RG Tron and other combo mu's.

3rd Vendilion Clique: Probably belongs in the sideboard. By itself it's really powerful, in conjunction with Restoration Angel it's amazing (much better than with Splinter Twin :P).

4th Snapcaster Mage: My only reservation is that my deck isn't currently set up well for the 4th Snap. It's hard to fit a strong supporting spell selection when your primary game plan is creature based and combined with lands eating up about 40 slots in the maindeck.

I really like the deck right now. I've been having problems winning with Splinter Twin as of late so I'm going to stay on UWR for a while. I've got a ton of tournaments lined up this summer, and I'd really like to quality for the first pro tour of the new pro year so I'm going to playing and practicing a lot more. That's it for this short report, thanks for reading. If you've got any questions or suggestions feel free to ask.

Monday, December 16, 2013

MTG: Standard, Hyper Aggressive Red

Hey it's been a while since I wrote something, I just haven't had a whole lot to talk about.  With Pro Tour Qualifiers coming up for me in January I figured now is the best time to start practicing up on standard.  I've decided for the near future I'm going to focus strictly on playing aggressive decks in Standard since I feel it's a big whole in my skill set and it's something I'll have to rely on if I ever qualify for the Pro Tour since odds are I won't be on a team and will have to rely on my 75 beating my opponents instead of play skill.

I started with red lists posted by Tom Ross here.  I found the deck super fun to play, it's not often you get to 3-1 tournaments repeatedly with low powered draft picks.  As sweet as it was attacking for 5 with Akroan Crusader and Titan's Strength eventually I cut the heroic elements and tried to make the deck as consistent as I could.  This is where my tweaks and play have brought me currently . . .

Standard:  Hyper Mono Red Aggro

18 Lands
18 Mountains (so much cleaner than a Modern mana base)

30 Attacking Creatures
  15 One Drops
3 Legion Loyalist
4 Foundry Street Denizen
4 Firedrinker Satyr
4 Rakdos Cackler

  15 Two Drops (I wanted to keep the hit % on Burning-Tree Emissary as high as I could)
4 Burning-Tree Emissary
4 Gore-House Chainwalker
4 Firefist Striker
3 Goblin Shortcutter (a key play on turn 3-4 that lets you get them into suicide attack range)

12 Burn & Pump
4 Lightning Strike
2 Skullcrack (an experiment right now, it's useful vs Grey Merchant, a blocking Master of Waves, Brave the Elements, Sphinx's Rev, and occasionally a lava spike is all you need)
2 Dynacharge (might be a relic from playing Akoran Crusader, but I keep hoping to draw it in lots of games and has rarely under preformed)
4 Rubblebelt Maaka (The extra toughness lets any attacker punch through a Nightveil Spectre or Frostburn Weird)

15 Sideboard
3 Mizzium Mortars (mostly for Mono U Devotion)
2 Electrickery (for the the mirrors, might not be needed)
1 Dynacharge (needed vs Jace AoT)
1 Legion Loyalist (for Master of Waves)
2 Skullcrack
1 Mountain
3 Chandra's Phoenix (vs all the removal that gets boarded in)
2 Seismic Stomp (apparently it's necessary to beat RG Devotion)

The reason I've stuck with this deck instead of some type of Boros deck is it's positive Mono Black Devotion match up.  You're able to get under their removal consistently and punish them for playing expensive cards like Hero's Downfall, Desecration Demon, Underworld Connections, etc.  In order to keep the match up positive in the face of all the removal (Nausea! shudder) they'll be boarding in I board out a lot of the x/1 creatures and bring in Skullcracks and Chandra's Phoenix.  It's been pretty successful for me so far.

That's it for this post, if there's an interest (or if I just feel like it) I'll write about the popular match ups, a rough sideboard guide, and some explanations on card choices.  If I feel ambitious I might tackle the math behind the proper numbers of Lands and Burning-Tree Emissary hits required to make the deck purr.

Also I just posted a updated build of my game Patient 9, you can play it in your browser here and read about it here.  If you could give it a try that'd make me feel all warm and fuzzy inside.

If you've got any questions comment or email me, till next time!

Sunday, December 15, 2013

Patient 9, Entry 8, Alpha v2.262 Released

The third version of the alpha is done. You can download the newest version here or try out the web based version here, please read the info below on controls, the game doesn't present all the information properly yet.  Any feedback is appreciated, just email me or comment in the blog.

If you don't have Flash just open the downloaded file in any Internet Browser.
Controls are: W, A, S, D to move, CAPS to sprint. J for talk/confirm, K to cycle through inventory, L to use.
Typewriters save your progress, just walk up to them and hit J. You can load from the title screen.

I feel really confident that the majority of the games code is stable and ready to be attacked by testers.  Unfortunately I had to put a lot of the artistic assets on hold, hopefully in a few weeks I'll be able to churn them out and get the game looking even prettier.  That's all for now, till next time.

Wednesday, October 16, 2013

Patient 9, Entry 7, Alpha v2.23 Released

Second version of the alpha is done. You can download the newest version here, please read the info below on controls, the game doesn't present all the information properly yet.  Any feedback is appreciated, just email me or comment in the blog.

If you don't have Flash just open the downloaded file in any Internet Browser.
Controls are: W, A, S, D to move, CAPS to sprint. J for talk/confirm, K to cycle through inventory, L to use.
Typewriters save your progress, just walk up to them and hit J. You can load from the title screen.

New features
  • basic player inventory
  • enemies that follow the player
  • minor game play changes as the player gets more mental illness'
Now that most of the game is there, my main goal for the next alpha release is the try to stabilize the code and finalize the mechanics as much as possible. From there I'll fix whatever bugs pop up and play around with the mechanics within the confines of what's currently in the game. Then I can begin adding in artistic assets to make the game not look so blocky and basic.  That's it for now, eventually I'll write something more design orientated but that'll have to wait till next time.

Monday, September 2, 2013

MTG: Modern, Splinter Twin Tweaks and the GB Rock Matchup

GB Rock Results:
I played a set of 10 games against my buddy Jonny, 2 maindeck, 8 sideboard, and went 8 wins 2 loses overall.  Obviously this is a variance upswing for me, but it's nice to know that I can win this and I'm not just a dead fish.

Maindeck Games
g1:  Win on the play.  I Charmed both his Bobs and was able to kill a Liliana by attacking, he ran out of steam at that point.
g2:  Win on the draw.  Jon stalled on 2 lands, I was able to develop a nice Snapcaster board but couldn't combo kill him, eventually Cryptic Command buried him.  Ooze gave him a slight chance.

Sideboard Games
g3:  Win, play.  I had a slow hand that just traded resources until a surprise Batterskull got him.
g4:  Lost, draw.   He curved into Goyf, Liliana, backed by discard was a little to much to deal with.

g5:  Win, play.  He stalled on 2, triple Pestermite denying a 2 drop stole the game.
g6:  Win, draw.  He mulls to 5, I'm able to leisurely close out the game.

g7:  Loss, play.  I got double Tect Edges off my Kiki/Batterskulls :(  24 land or Crucible of Worlds woulda been nice.
g8:  Win, draw.  He stalled out, I killed a Liliana with Vendilion Clique.  Seems that every time I can attack down a Liliana I win.

g9:  Win, play.  Traded cards in the early game, Cliqued him and saw Oooze, Bob, Thoughtseize, Fulm Mage let him keep it and beat him down after he Thoughtseized and Bob.  Dark Confidant is back breaking if it lives on turn 2, but I've noticed Pestermite/Vendilion Clique beatdown can trump Bob if you're later in the game.
g10:  Win, draw.  Grinded out a long game with Grim Lavamancer and Relic of Progenitus.

After this I would go 0 wins 5 loses against GB Rock on Magic Online, confirming my suspicion that the set of 10 was me getting lucky.  I still learned that the first 3 turns are absolutely critical in this match up, if you're able to contain GB Rock during them the mid and late game look very promising but you'll get absolutely crushed their 2 drop and 3 drop are able to stay in play since any removal or discard spell will usually tempo you out at least a full turn.

Grim Lavamancer and Relic of Progenitus pulled their weight in a lot of my games, they where never dead vs GB Rock and either neutered a green creature or in Grim's case traded with some miscellaneous removal spell.  If I'm not lazy I'm going to try out another set of 10, possibly after a rebuild of the deck since not everything feels like it's synergistic

Modern: Ofelia Twin

23 Lands
5 Island
1 Mountain
4 Scalding Tarn
3 Misty Rainforest
3 Steam Vents
1 Stomping Ground
3 Sulfur Falls
1 Desolate Lighthouse (I'd play moar if I could)
2 Tectonic Edge (Extremely ambitious but so much value)

21 Spells
4 Sleight of Hand (Working well)
2 Peek (Snap + Peek eot after bluffing the combo attempt)
2 Dispel
2 Spell Pierce
2 Remand
2 Cryptic Command (Solves a lot of problems and makes your Snaps absurd, could cut 1)
2 Izzet Charm (I'm biased but it's been pulling it's weight)
3 Lightning Bolt
2 Flame Slash

16 Combo Stuff n Things
3 Snapcaster Mage
2 Vendilion Clique
2 Deceiver Exarch
4 Pestermite
4 Splinter Twin
1 Kiki-Jiki, Mirror Breaker

15 Sideboard
1 Dismember (For Linvala, Spellskite, and random removal, could be a Combust)
1 Ancient Grudge (For Value)
3 Blood Moon (For UWr, the 3rd is due to Wear/Tear and needing to occasionally cheese out Jund)
2 Batterskull (So hard to kill, occasionally rofl stomps opponents)
2 Engineered Explosives (The Goyf Slayer)
3 Grim Lavamancer
3 Relic of Progenitus

Changes since last post:

Relic of Progenitus + Grim Lavamancer vs GB Rock.  Relic's are to contain Tarmogoyf, Deathrite, and potentially Scavenging Ooze.  The Grim Lavamancer's I've found very effective vs Dark Confidant, Goyf, and Deathrite.  Try to prioritizing removing creatures from both graveyards since a "late game" Scavenging Ooze can get outta control otherwise, and also hoarding card types in your bin that Deathrite Shaman can't eat is a potential soft exploit.  Since you control the effects of both cards I haven't found them dis synergistic with Snapcaster Mage over the course of 11 sideboard games (not the biggest sample size mind you).  These numbers are currently very high, they'll probably be brought down later.

Sleight of Hand > Serum Visions:  This is basically a tempo based decision, when I'm casting my cantrips I need to draw gas immediately to present as many options as possible so I can get some type of tempo or board advantage.  I'm older more combo focused versions of Twin like my old Grixis Twin list that I came in 19th with Serum Visions was far stronger since the plan was to combo kill and looking at as many cards as possible, even at a lethargic rate, was superior to getting a good card now.  Where as this variant is split between controlling the pace of the game and combo killing, and in other to control the game you need to see relevant cards as quickly as possible.

Minus the Combo Package:  This was mostly to make room for the Grim/Relic package, things are still in flux.    Though one things I've noticed is the match ups where I boarded in more combo where relatively good match ups, so it might be win more, the exception being Burn.

Potential Changes:
-1 Desolate Lighthouse, -1 Cryptic Command
+2 Fetchlands, or +1 Fetchland +1 Mountain

I've noticed Grim Lavamancer's don't come online as consistently or quickly as I'd like on occasion, roughly 1/5 games.  Also the 3 colorless land count has occasionally made forcing the combo slightly harder then it should be.  I don't want to cut the Tectonic Edges since they help hedge against flooding, provide mana choke tactics, and are critical vs  Treetop Village, Celestial Collonade, and Raving Levine.  Lastly hitting 3 mana is critical in Twin, so every land is super helpful.

+1 Izzet Charm
-1 ?? I have no idea

If my plan vs GB rock is to contain them the first three turns Izzet Charm has always preformed in this regard, Goyf living for a few turns is acceptable but if Dark Confidant flips on card on turn 3 it's over me about 90% of the time.

Weird Cards:
Pulse of the Grid/Thirst For Knowledge:  It's probably not correct in this build at the moment, but if I'm able to commit more cards to the board then my opponent, say like Grim Lavamancer, Spellskite, and Shrine of Piercing Visions (oh how I miss you) you'll be able to consistently keep your hand lower then your opponent while maintaining resource parity so that Pulse will rebuy itself.  Also it works splendidly with bluffing the combo attempt.

Guerrilla Tactics:  Kills Dark Confidant and the majority of turn 1-2 plays and forces Liliana to not +1, and a bad shock isn't the end of the world to Snapback.

Well that's it for this post, lots of thoughts and stuff left to tweak before the Grand Prix.  If you've got any questions comment or email me, till next time!