Not that I've mentioned it in a while, but I have this garage cleaning project going on. Possibly, "cleaning" isn't the correct word for it, since you can hardly tell anything has happened in it so far. I mean, I can tell, because I know what stuff I've sold, but I'm kind of making a bigger mess out of things as I go along. None of which has anything to do with what I'm about to get into other than reminding everyone that I'm in the process of selling off my old collectibles and, mostly, using eBay to do that.
Which tempts me to expound on all of the things that are wrong with eBay, but I'm not going to do that. After all, I'm making the choice to use them. Not that there are other feasible options, but, since there are other things that are like options (you know, in the way that people say carob is another option for chocolate or that tofu is an option for... anything), it's on me that I'm choosing eBay, so let's forget about the issue, for the moment, with eBay itself.
No, instead, let's talk about the users. Not all of them, of course, or, even, most of them. It has been, after all, quite a while since I've had... issues... with other eBay users. Then, of course, after going a year or so with no issues at all, I get three in the same month, the first of which we're going to skip due to it being typical opportunistic greed based on a late delivery by the USPS (which I've also had problems with just in the last month after having zero problems with them since I started using eBay again), which eBay, actually, took care of, amazingly enough, without me having to call them or anything. [Maybe there's some problem with June. The heat wave? Who knows.]
However, the other two are a different story and cut from the same cloth, so let's talk about them. I'm sure there's a metaphor in here somewhere. [Actually, I know that there is; I'm just not sure, yet, whether I'm going to point it out or not.]
A lot of my collectible stuff is pretty, I'll call it, mainstream. The greatest bulk, by volume, is comic books, and most of those are Marvel. By piece count, I have more Magic: The Gathering than anything else. Some of my stuff, though, is a little less... usual. Generally, because it's gone out of production so younger collectors, unless they fall into the niche, don't know about the stuff.
Some people, evidently, refer to these as "dead games." Well, the things that are games, anyway.
I also have stuff like this:
(Who would know he would "win" in 2016? Actually, I'd rather have Cthulhu than the current #fakepresident.))
Within the last week or so, I began listing some "dead games": L5R (Legend of the Five Rings) and Neopets, both ccgs (that's collectible card game for those of you haven't lived any in the last couple of decades), though Neopets calls itself a tcg (trading card game). It didn't take very long before I was contacted by buyers interested in the two games (one for each game) if only I would lower my price to next to nothing so that they could buy my stuff. You know, to garage sale prices.
You know about garage sale prices, right? Everything for a $0.25.
Let me be a little more clear about that. Both buyers wanted to "buy" all of what I currently have available on both games at prices that clearly didn't represent the value of the items. Now, I don't have a problem with people trying to get a good deal; heck, I like good deals! So I don't have an issue with people asking me if I would consider lowering my price on something. What made these two stand out is that when I turned down their offers as being too low, they both got mad at me and began arguing with me, both using the "dead game" argument and telling me how I would never find a buyer willing to pay more than they were offering.
And that can be a compelling argument. Sometimes, it's one we even tell ourselves:
"You'll never find someone else who will 'love' you."
"You'll never find another publisher/agent/whatever."
"I'll never..."
Fill it in yourself.
That is the reason my mom married my stepdad, just by the way. According to her, no one else would ever have taken us.
To make matters more interesting, the guy who wanted the L5R stuff kept going on about all of the places he knew of where he could get what I was selling at even lowere prices than what he was offering! And, so, why was he trying to talk me down rather than just buying the stuff for the EVEN CHEAPER PRICES?!? I guess he was doing me a special favor or something by offering me more than what he would have to spend elsewhere. Riiight...
And the guy who wanted the Neopets stuff? Well, somewhere in arguing with me over the price, he let slip that he was interested in re-selling it. Hmm... Re-selling the "dead game" for a profit, which I shouldn't expect because it's a dead game. Later in the conversation, he tried to recant that and tell me he was just offering an example of why someone might want to get something for no money. It made me want to LOL in his face. Which is difficult to do online.
At any rate, to make a long story short, before I even got the L5R auctions posted, a different buyer, one who had purchased some other L5R stuff from me many weeks ago, made me an offer he was worried I wouldn't take (he thought I would think it was too low (but it was what he could afford)) that was for only about half of what I was going to put on auction but at more than double the price the other guy wanted to offer me for all of what I had. The new offer was actually a bit lower than what I wanted, but it was a reasonable offer for a good chunk of stuff that I would no longer have to list on eBay. I took it.
And the Neopets stuff? I did post all of that and, within 12 hours of posting it, had already made more on just a tiny fraction of it (less than 10%) than the "dead game" guy was offering for all of it.
Do I have a lesson in here for you? You decide.
What I will say, though, is don't listen to anyone who is trying to get you to do something with the "dead game" argument.
About writing. And reading. And being published. Or not published. On working on being published. Tangents into the pop culture world to come. Especially about movies. And comic books. And movies from comic books.
Showing posts with label CCG. Show all posts
Showing posts with label CCG. Show all posts
Thursday, June 13, 2019
"It's a dead game, Jim."
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Thursday, February 7, 2013
How To Win at Magic: Part 2a: Building the Deck
As I mentioned last time, the first thing you need to be able to win at Magic is Magic, but I guess that's really kind of obvious. Still, I felt like the point needed to be made. Basically, in a lot of ways, anything has the potential to be "the next big thing." Richard Garfield only developed Magic because he was trying to sell some other game. Rowling was just trying to make ends meet when she wrote Harry Potter. George Lucas thought Star Wars was going to be a flop because sci-fi had been out of fashion for over a decade and no one cared. Still, they all had a vision for what they wanted to achieve with their separate projects and worked to make those visions as close to reality as possible.
But, now that we have Magic, what do we do with it? [I suppose, really, some explanation as to what Magic is and how it works is probably in order, but that would be a whole other blog post and I still couldn't get all of it in, so I'm not doing that. Let's just say it's a card game (a CCG (collectible card game), as they used to be called; the first CCG, in fact) and leave it at that. If you want to know more about how it works, you can look it up.]
Building a Magic deck is a lot like writing. No, really, it is. Sure, it's nothing like writing in that there is no actual writing involved, but there is that level of construction that is very similar. You could say that the cards are like words and the colors like genres. So let's get some basics down. There are five colors of magic in Magic that each use a specific (basic) land type:
The basic building block of any deck is your land. You have to have land; it's where the power for your spells comes from, and you have to have the right mix of it to not get stuck not drawing any or drawing too much. This is rather like word balance in your story. There are some words that you just have to use, but you don't want to use the same words so much that your readers get tired of seeing it. For instance, don't start every paragraph with your characters name; that's like having too much land. The balance of your land mix is one of the most vital parts of making a deck.
Actually, this whole land mix, achieving the proper balance, could be analogous to any number of things in writing, so we'll just look at it as having your writing balanced properly for whatever it is you're doing.
I used to do a lot of helping people build decks, and the most prevalent issue was not enough land. There was this one kid that couldn't ever win a game, and I mean never, so he brought his deck to me for help (a black deck). For one thing, he played with about 80 cards (sometimes more), which was too many (but more on that in a moment), but he only had about 15 lands(swamps) in his deck. Land concentration is dependent upon the type of deck you're building, but, as an easy way of dealing with it, let's just say 1/3 of your deck needs to be land. He was playing with less that 20% land, so it was not surprising that he couldn't get any land into play and always lost. I upped his land count to about 22 and dropped his deck size to about 62, and, guess what, he won some games. However, the next time he came in, he brought his deck to me again and told me that it had "quit working" and wondered what had happened. Had he done anything to it? Only added in a few cards. So I took a look at it, and it was close to 100 cards, and he hadn't added any more land to it, so he was, basically, back down to that 20% land mix he'd had before. He was so stuck on using particular cards (devices) in his deck (writing) that he couldn't make it work. (I think this is not an uncommon problem for writers.)
Jumping back to deck size... the minimum deck size is 60 cards (except in some variations), and, generally speaking, you want to stick to something around that size. Your deck should be designed with a purpose, a selection of a few cards or card types that the deck works around with other cards to support that theme (you can think of those as your cast of characters, if you want). When you get too many cards in the deck, you can't depend upon getting to the cards you need quickly enough for the deck to do its job. There are, of course, exceptions in increasing deck size as long as what you're adding is still working toward your purpose and you continue to keep the deck balanced as you do it.
But let's say you want to break some rules. You're a writer, right? Who needs to follow rules? Oh, wait, no, we're playing Magic, so let's break some rules. One of the guys I worked with and I were discussing unique deck constructions one day, and I suggested making a landless deck. I bet even those of you that have never played Magic are thinking, "What?!?" at this point. Let me clarify: non-basic lands were okay, but many of those only give colorless power (mana), so it was going to be a stretch. So we talked it out, what specific cards would be needed, non-land sources of mana, cards that didn't require mana, that sort of thing. I helped him get a few of the cards that he needed, and he built the deck, and we tested it. He played it in the next tournament, and it was worth it for the shock value alone. People couldn't believe he had a landless deck. It was great even if he didn't win with it. Admittedly, it was a difficult deck to play, but it was a lot of fun because it was something different. So, yeah, sometimes, it's good to break with the conventions.
To recap, here are the steps to building a winning Magic deck:
1. Decide on your colors. (Choose a genre.)
2. Choose your theme. (This is like a plot.)
3. Balance!
4. Don't put in too many cards. (It clutters your plot and throws the balance off.) Likewise, put in enough to support your theme (or your plot).
And, now, we'll talk about the deck I became known for. Now, pay attention, this has all kinds of good lessons.
When we first started getting our cards, I was drawn to blue. Blue is about controlling what your opponent does, rather than simply pounding him until he's dead, and manipulating your own deck so that you can get cards faster. To put it simply. It was my first intention to focus on blue... BUT!
It was early '94 before we were really starting to get our cards, and, by that time, the first expansion, Arabian Nights, had come out. This card was in the set:
One of the guys in the group looked at the card and said something like, "well, it's okay, but you couldn't build a deck around it," and everyone seemed to agree with him. He tossed the card on the table, and everyone dismissed it. Except me. I knew exactly how to build a deck around it, and, so, I abandoned blue as my color of choice right then and there and picked up red and green instead.
Red/green is still my color combo of choice (Not that I really ever play anymore. I probably haven't built a deck in ten years or more.). It's what I became known for playing, and it was the red/green deck I built around the Kird Ape (or variations of it) that took me to being the top ranked player in north Louisiana throughout 1994. Not that I didn't play other things, too, but red/green was my standard. And I never quit playing with the Kird Ape despite the monkey boy, ape boy, and worse nicknames.
The point here is that you shouldn't listen to what other people say can't be done. Everything is worth trying. Even building a deck with no basic lands was worth trying. Some things just take a little bit of imagination and effort. If you believe in something, don't let people tell you it won't work. Figure out how to do it. You might also just discover something you didn't know you'd like.
For fun, here are a few of the other cards from the deck:
But, now that we have Magic, what do we do with it? [I suppose, really, some explanation as to what Magic is and how it works is probably in order, but that would be a whole other blog post and I still couldn't get all of it in, so I'm not doing that. Let's just say it's a card game (a CCG (collectible card game), as they used to be called; the first CCG, in fact) and leave it at that. If you want to know more about how it works, you can look it up.]
Building a Magic deck is a lot like writing. No, really, it is. Sure, it's nothing like writing in that there is no actual writing involved, but there is that level of construction that is very similar. You could say that the cards are like words and the colors like genres. So let's get some basics down. There are five colors of magic in Magic that each use a specific (basic) land type:
- white/plains -- life magic
- blue/islands -- mind magic
- black/swamps -- death magic
- red/mountains -- chaos magic
- green/forests -- nature magic
The basic building block of any deck is your land. You have to have land; it's where the power for your spells comes from, and you have to have the right mix of it to not get stuck not drawing any or drawing too much. This is rather like word balance in your story. There are some words that you just have to use, but you don't want to use the same words so much that your readers get tired of seeing it. For instance, don't start every paragraph with your characters name; that's like having too much land. The balance of your land mix is one of the most vital parts of making a deck.
Actually, this whole land mix, achieving the proper balance, could be analogous to any number of things in writing, so we'll just look at it as having your writing balanced properly for whatever it is you're doing.
I used to do a lot of helping people build decks, and the most prevalent issue was not enough land. There was this one kid that couldn't ever win a game, and I mean never, so he brought his deck to me for help (a black deck). For one thing, he played with about 80 cards (sometimes more), which was too many (but more on that in a moment), but he only had about 15 lands(swamps) in his deck. Land concentration is dependent upon the type of deck you're building, but, as an easy way of dealing with it, let's just say 1/3 of your deck needs to be land. He was playing with less that 20% land, so it was not surprising that he couldn't get any land into play and always lost. I upped his land count to about 22 and dropped his deck size to about 62, and, guess what, he won some games. However, the next time he came in, he brought his deck to me again and told me that it had "quit working" and wondered what had happened. Had he done anything to it? Only added in a few cards. So I took a look at it, and it was close to 100 cards, and he hadn't added any more land to it, so he was, basically, back down to that 20% land mix he'd had before. He was so stuck on using particular cards (devices) in his deck (writing) that he couldn't make it work. (I think this is not an uncommon problem for writers.)
Jumping back to deck size... the minimum deck size is 60 cards (except in some variations), and, generally speaking, you want to stick to something around that size. Your deck should be designed with a purpose, a selection of a few cards or card types that the deck works around with other cards to support that theme (you can think of those as your cast of characters, if you want). When you get too many cards in the deck, you can't depend upon getting to the cards you need quickly enough for the deck to do its job. There are, of course, exceptions in increasing deck size as long as what you're adding is still working toward your purpose and you continue to keep the deck balanced as you do it.
But let's say you want to break some rules. You're a writer, right? Who needs to follow rules? Oh, wait, no, we're playing Magic, so let's break some rules. One of the guys I worked with and I were discussing unique deck constructions one day, and I suggested making a landless deck. I bet even those of you that have never played Magic are thinking, "What?!?" at this point. Let me clarify: non-basic lands were okay, but many of those only give colorless power (mana), so it was going to be a stretch. So we talked it out, what specific cards would be needed, non-land sources of mana, cards that didn't require mana, that sort of thing. I helped him get a few of the cards that he needed, and he built the deck, and we tested it. He played it in the next tournament, and it was worth it for the shock value alone. People couldn't believe he had a landless deck. It was great even if he didn't win with it. Admittedly, it was a difficult deck to play, but it was a lot of fun because it was something different. So, yeah, sometimes, it's good to break with the conventions.
To recap, here are the steps to building a winning Magic deck:
1. Decide on your colors. (Choose a genre.)
2. Choose your theme. (This is like a plot.)
3. Balance!
4. Don't put in too many cards. (It clutters your plot and throws the balance off.) Likewise, put in enough to support your theme (or your plot).
And, now, we'll talk about the deck I became known for. Now, pay attention, this has all kinds of good lessons.
When we first started getting our cards, I was drawn to blue. Blue is about controlling what your opponent does, rather than simply pounding him until he's dead, and manipulating your own deck so that you can get cards faster. To put it simply. It was my first intention to focus on blue... BUT!
It was early '94 before we were really starting to get our cards, and, by that time, the first expansion, Arabian Nights, had come out. This card was in the set:
One of the guys in the group looked at the card and said something like, "well, it's okay, but you couldn't build a deck around it," and everyone seemed to agree with him. He tossed the card on the table, and everyone dismissed it. Except me. I knew exactly how to build a deck around it, and, so, I abandoned blue as my color of choice right then and there and picked up red and green instead.
Red/green is still my color combo of choice (Not that I really ever play anymore. I probably haven't built a deck in ten years or more.). It's what I became known for playing, and it was the red/green deck I built around the Kird Ape (or variations of it) that took me to being the top ranked player in north Louisiana throughout 1994. Not that I didn't play other things, too, but red/green was my standard. And I never quit playing with the Kird Ape despite the monkey boy, ape boy, and worse nicknames.
The point here is that you shouldn't listen to what other people say can't be done. Everything is worth trying. Even building a deck with no basic lands was worth trying. Some things just take a little bit of imagination and effort. If you believe in something, don't let people tell you it won't work. Figure out how to do it. You might also just discover something you didn't know you'd like.
For fun, here are a few of the other cards from the deck:
The Taiga helped make the Kird Ape even more powerful. With an ape and this land in the initial draw, you could drop a 2/3 creature on turn one.
Once Legends came out, Blood Lust went into the deck. Potentially, you could hit your opponent for 6 damage on the second turn with this.
The Elven Riders was just for fun. It was one of my signature cards that I included in pretty much every green deck I played.
Palladia is one of my favorite cards ever. He's expensive, and, mostly, he'd just sit in my hand if I drew him; however, I never lost a single game when I got him into play.
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