Well, since we didn't do a show last night, I figured I could at least give you an
early impression of the WoW CCG, which we played at the NYCC. I can sum it up, however, simply by saying that I was not impressed.
They also showed us the WoW miniatures game. I have both more and less to say about that...
Comments
Just to clarify, those weird symbols on the costs mean that you can pay either white or blue mana, and the untap symbol similar to the tap symbol. You can only use it the turn after the creature came under your control and the creature needs to be tapped to activate it (like abilities with the tap symbol needs an untapped permanent).
I think this impression of yours is founded in the fact that you haven't played Magic in years. The WoW TCG only appears slick and balanced because it basically is Magic implemented 13-14 years after it's first inception. It mostly only copies and implements standards that have been created by exploration that other trading card games have done. It does that well, I'll give it that, but it is very little it had to do for it. It is also the reason I see very little potential and space for exploration in that game.
If you buy two preconstructed decks and play a few games with Scott, I'll take back what I said about you having no right to talk about it.
Magic, as has been pointed out to us by many of its fans, is a great game in sealed-deck tournaments. This sort if play is not what the majority of people enjoy: they want to collect and collect and collect, build over time forever, and continually "buff." WoW is perfect at that, and the WoW CCG is clearly going in the same direction.
I also note that your "6 million" figure is from 2006, and was an unverified statement from the publisher. I have my doubts that it's still so high even if it were true, as I've only seen the number of Magic card dealers at non-Magic conventions drop over time, not increase. Magic players have their Magic tournaments, but WoW will cross-over and grab new people the way Magic did when I was a child and it first appeared. Most of which aren't usable in tournaments, since they're from old sets. ^_~ It doesn't appear that any of the fundamental game mechanics have changed. Is anything actually different? The game was 80% deck construction when it was new. Actually playing with a deck was basically just testing its average draw against the average draw of the other deck: few non-obvious player decisions were necessary, and tactics were obvious and trivial. Decks were either clearly better, or else paper-rock-scissored with other decks. Once a game started, there was nothing to it: the only real "game" was in the sideboard and the deck management pre-game.
Has that changed?
Then all you need is a "perfect" Magic-playing computer, which plays decks against one another in milliseconds. No-one would even need to actually *play* Magic anymore, just submit deck configurations into the computer.
Well, I guess you are far out of the loop.
The Grand Prix tournament was established in 97. It is held about 20 times a year all across the world (but mostly in the U.S., europe and Japan). Grand Prix' are open tournaments but you can play so called Grand Prix Trials. Winning such a trial gives you 3 byes for the Grand Prix, meaning that you automatically win the first three rounds without playing. The Top 32-64 players, depending on the number of players participating, are awarded price money. In addition, the top 8 of the tournament are invited to the next Pro Tour.
Grand Prix' and Pro Tours could be seen as MTG conventions. In addition to main tournaments, they also have side events and offer Artists signing cards. Of course, dealers are also present. Many also offer so called Gunslinging tables where you can play casual games against high level players, developers of the game or other "officials".
In terms of Difficulty and competition, magic tournaments pretty much go in this order:
1. World Championship
2. Pro Tour
3. Grand Prix
4/5. Pro Tour Qualifier/National Championship (dependent of where you live)
6/7. Grand Prix Trial/Qualifier Tournament to National Championship (again, dependent of where you live)
8. Friday Night Magic (a rather casual entry level tournaments held by participating game shops every Friday)
A "Grand Prix" is just a name for a certain tournament held. It's no different than "the Olympics".
How much of the WoW CCG base is just WoW players hoping to score a card that they can redeem for an in-game item? Seeing those cards sell for thousands on eBay makes me consider buying a few boxes of cards.
WoTC in turn killed the whole idea of the Star Wars CCG even though Decipher was more than willing to license the system to them. Many in the community believe that WoTC did not like the idea of another card game beating out Magic and worked with LucasFilm (through their new owner Hasbro) to give all of the gaming license for Star Wars products to Hasbro/WoTC.
WoTC killed the only CCG that involved strategy beyond just deck building.
If you may recall, when Nintendo decided not to allow WoTC to renew the Pokemon CCG license they flipped out with high ranking WoTC people going bad-shit crazy all over the Internet about how bad Nintendo was for daring to pull the license from them. They were very unhappy to see their cash cow taken away. It's not like WoTC had to do anything more than print the cards. They had no development costs.
This is a planeswalker; when it comes into play, you put 4 loyalty counter on it (signified by the bottom-right number). Each turn (including the turn it comes out) you may play 1 of the abilities; if you do, do its effect and add/subtract the number of loyalty counters on the left. You can also use him to take damage for you, but I won't go into that.
This is a card in the "pact" cycle from Future Sight; these are cards you play for free, "promising" to pay them next turn.
Hey, it's a big green creature! But wait, you can pay extra for it to make it bigger or tap your own creatures to help pay for it. Do you save mana to play more cards this turn, or do you put all your efforts into this guy, even though you may not be able to attack this turn?
Not to mention:
-A card that ends the turn immediately
-A card that lets you control another player's turn
-Cards that you pay for initially and wait a few turns for them to come into play
And I've got more to mention, but I think my point is proven. There are choices to make.