There are some interesting points here that I would like to address to further discussion of this topic.
1. This rewards the heavy aggression style of play and punishes the slow burn style. While it's all cool to go "Kill the mage and win the match or else" realistically as a responsible event coordinator I don't see telling someone their play style is invalid just because of time limits. All styles and perspectives have to be respected as much as possible even with time limits. Furthermore newer players, who are already at a massive disadvantage fighting guys like Sharkbait, Biblofilter, Jimillia, etc are slower players by default anyway and this punishes them. While we can discuss the "spirit of Mage Wars" or the "original intent" all day long, at the end of that day any event organizer who's not trying to be as fair to every single player there doesn't need to be running events.
This is a place I think we fundamentally disagree on 2 separate points. I'll point them out so that we can discuss them
.
1. I do not agree that this rewards "heavy" aggression style of play, nor does it punish the "slow burn" style. I have personally played both in these types of conditions and have never once gone to time. Another example from both Origins and GenCon this year: A double battleforge warlord (an extremely opposite style to "heavy aggression") was able to finish almost every match before time was called. If I remember correctly, he only went to time once at Origins. While I agree that all styles should be respected as much as possible, the literal point of the game is to win by killing the enemy mage. If someone can't build a book that does so, then they honestly don't deserve to win a competitive match in my humble opinion. Someone who brings a book designed to play a strictly 4 hour game has no business winning in a 75 min timed round tournament. You're supposed to build a book to win the tournament environment in which you're entering.
2. While I respect that newer players are at a massive disadvantage in tournaments against more experienced players, I do not feel that the playing field should in any way be "leveled" to help them in what is effectively the North American Championship tournament. Instead, those newer players interested in joining the competitive events should become accustomed to what is actually required and not given points for being "slow".
3. Now in terms of quick advantages like Restore. There is not currently a viable method of stopping a last turn, final Quick Cast of Restore that reveals immediately. If I call "Last Turn" and your opponent holds their final Quick Cast until the end you do not get a chance to respond. The only thing you can do is try to bring Finite Life into the equation some how. However there are only two methods to do that. Poison Blood and Deathlock. Now obvioulsy the Deathlock is a guaranteed way to have shut that down sure as it can't be Nullified so thus putting a Deathlock in every book would deter that Restore stuff. I 100% do not believe in the concept of "Auto Include Cards" and I certainly do not believe in everyone not Dark having to spend 4 spell book points to counter a Level 1 Holy Mage Only Enchantment. The "include this card or you lose" mentality is beyond idiotic in this case and it just will not be advocated by a responsible(to say nothing of mature) event organizer. Not to mention that ties up 4 spell book points you can't use until the very end for fear of losing it. Now Poison Blood shows up in a lot of peoples books for all sorts of mages but that's a crap shoot at best given Nullify, positioning, etc. Yeah I can get it on you in a game if I really want to.....but last turn with limited margin for error?
My opinion on this issue is that one should be prepared to deal with it when 3/14 potential mages can run it. You point out plenty of ways above to combat the issue, and that doesn't even include killing the other mage (Which would prevent restore shenanigans
). I'd also point out, that giving a draw for those not killing the opposing mage also sorts out the problem to some degree by not giving one player more points than the other for a temporary boost in their life stat. I can find videos of multiple competitive matches and can recount many instances of the saying "X person would have won in a timed match, but lost in the end" for evidence that the life total difference is not a reflective enough measure of someone winning the match.
4. Finally and this ties into #2 again, I'm debating responses to this perceived issue for events I run. I do not work for Arcane Wonders in an official capacity, just a lucky ambassador who's run events for them a bunch of times and gets told he does pretty good. I have not decided on any one correct course of action, I in fact do not believe there is one single "correct" response and that includes ignoring it. That being said while I don't claim my response is mandatory for everyone, I am going to do something and I have until November to figure it out.
Apologies if this discussion turns problematic, but i figured it'd be a good one to have to see where the community stands. At worst, it's other data to consider. I have faith that you'll make a good call either way
Hello all,
we have had a lengthy discussion at the German Nationals as well, which led to the majority of players (~24) and judges involved come up with a new scoring system which has in the mean time already been tested at a few organized play tournaments in Germany.
A time limit of 90 minutes is in effect. After 90 minutes both players note their remaining life (current total life minus damage). Points are then scored as follows:
2 + x if the opposing mage is dead
1 + x if own mage has more life remaining
1 - x if opposing mage has more life remaining
x equals the difference in life remaining between both mages divided by 20 to a maximum of 1.
* If both mages are dead players score 1 point each.
Hello theasaris
. That system definitely looks interesting, and is similar to the way Star Wars Armada tournaments are scored. How has it worked out in your tests? Has everyone been pretty happy with it? I have very little experience applying that kind of system to MW.
i think the scoring 7/3/2/0 used worked as intended. wins were worth more than ties, and the top four at gc had at least 20 points. life gain strategies,including restore, or stall tactics gains only one point more for the player versus not playing such a strategy. ties sre 3/2 win/loss. those tactics will lose overall to books out there winning. now slow build decks have a difficult time. i like the idea of 90 min rounds. that should be good enough for most builds and help even slow players have enough time to get the match decided.
i felt the recent tourney was run and handled very smoothly. i did not hear of any issues or comlaints from anyone. other than the arctic conditions of the hall. maybe it was just me.
note, no one seemed to be playing such a strategy and all folks competed very hard. the best level of competition for any tourney. i have been in over four years.
I agree that in general, the point system above would work out too. I just am opining that the points should take priority over "wins" as the wins are currently defined, or that we should change the definition of "win". I don't personally agree that a person wins at time unless you have killed the enemy mage. And as much as I would like 90 min rounds, I'm not sure that the money situation can allow that.
I'll have more to say later when I'm not at work on my phone, but I have a real issue with reducing timed wins to meaningless and changing rules to really limit certain playstyles. I don't think anyone goes into a tournament with a stalling strategy but neither do I believe everyone goes into a tournament with a 5 round kill or be killed strategy. There are certain cards and schools that become unusable with some of the options presented here. Priestess, pointless to play without the inherent life gain ability or pointless to play if heals are meaningless to just get 0 points, might as well just concede and let the opponent win.
There are other points to make too but I'll get to them later.
This is sort of addressed above, but I don't want to discount your views. I am of the opinion that the perception that one must win in 5 rounds or be killed in order to play in a 75 min timed round tournament is a little extreme. I find that I get through 10-15 rounds of play in that time frame and that is typically more than enough to get a mage kill even when playing a defensively minded book. Priestesses can definitely throw enough damage out to win in that timeframe, and heals are far more than meaningless. All that happens is that heals are no longer a part of the win condition outside of the fact that they may help prevent you from losing. I am interested to hear your extended viewpoint later though, you have good insight.
Ok, I think I covered most of what wasn't covered elsewhere